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jimmymcgoochie

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  1. jimmymcgoochie's post in Snapshot of craft when entering Space was marked as the answer   
    That’s a scatterer bug, try going back to scatterer v0.0723 as it doesn’t seem to happen with that one.
  2. jimmymcgoochie's post in Interplanetary crafts with huge dV was marked as the answer   
    There are a few tricks that can increase your delta-V:
    Simplify, then add lightness. Do you really need that part? If not, get rid of it and save some weight. Is it really practical to do such a complex mission right now, or can you get away with a simple orbit of Gateway with the occasional coincidental flyby of a moon when the orbits align? Can you get a gravity-assisted capture or aerobrake when you arrive? Try to find an encounter with the biggest moon you can so that its gravity will slow you down relative to Gateway itself and so will help you brake into orbit. The alternative is going for a really low periapsis and using Gateway’s atmosphere to aerobrake, but this is a high risk strategy as you could a) burn up, b) overdo it and fall into the planet or c) get wrecked by radiation, assuming Beyond Home has magnetosphere configs for Kerbalism and you’re using the radiation system. Orbital assembly will allow you to build something larger and heavier than your biggest launch rocket can handle in one flight. You can also launch partly fuelled tanks and then send up a tanker to fill them up later. Trying to cut the corners on transfers doesn’t work very well or very often. Stick to the proper transfer windows and you’ll save a lot of delta-V which means you can build a smaller, lighter mission.
    Doing long voyages with Kerbalism is hard, but still feasible- here’s a ship I made to attempt a Grand Tour of the stock system, landing on every planet and moon (except Jool, obviously) in one trip:

    It was huge, slow, laggy, weighed thousands of tons once complete, it didn’t even make it to Moho and I had to skip the Mun and Minmus on the way home too, but it got everywhere else and had decades of supplies for its crew of two. It’s all stock parts too, with the exception of the life support bits that Kerbalism itself provides.
    There’s no need to build something quite so gigantic for a simple interplanetary mission, but you do need to keep an eye on the life support and also on the crew stress as stressed-out Kerbals have a tendency to accidentally dump food/water/oxygen overboard. Keep the crew happy with a spacious, fully pressurised ship and tick enough of the boxes to avoid stress buildup and you can run missions that last for years- add in the active radiation shield and radiation detox unit that you unlock late in the tech tree and you can run missions that last decades, just as long as you pack enough supplies.
  3. jimmymcgoochie's post in Adding KSP to my Chromebook. Will it work? was marked as the answer   
    KSP might run, but you’ll most likely need to turn the graphics settings right down, avoid nearly all mods and be prepared for the frame rate to tank if you happen to look at the ground. Try to avoid high part counts, turn physics delta-time up as high as you can to make the game run closer to real time and whatever you do don’t crash!
    (The frame rate thing happened to me when my GPU died, despite 32GB of RAM the game slowed dramatically when I looked down, just because it was using the built-in graphics thingy to render instead of a dedicated GPU.)
     
  4. jimmymcgoochie's post in is the ship meant to crash on the tutorial? was marked as the answer   
    The tutorials are old and outdated; the game has been updated several times since then and the rocket in the first launch tutorial is now an absolute deathtrap as the parachutes will never open in time before you crash into the ground. Try reducing the amount of solid fuel in the booster?
  5. jimmymcgoochie's post in VAB Question was marked as the answer   
    Check your keybinds (main menu > settings > controls > editor(?)), I believe it's the same key you'd use to toggle angle snap in the editor which is X by default.
  6. jimmymcgoochie's post in problem with plane design in FAR was marked as the answer   
    Right…
    First of all, why are you using stock parts in RSS? Unless you’re using SMURFF at full power to make them more realistically balanced, you’re going to have a really bad time of it. Stock parts are woefully underpowered compared to reality- fuel tanks have ridiculously high dry masses, engines have terrible thrust to weight ratios and so on- so I strongly recommend you either use SMURFF to rebalance those parts, or look into Realism Overhaul instead.
    Secondly, the wing positions are wrong. Take the fins off the tail and put them near the nose as canards instead, then shift the main wings back a bit. Right now those elevons on your main wings are going to provide zero pitch authority as they’re right on top of the wheels plus the fins further back will cancel out their pitch effects, while the fins at the back don’t have much leverage to lift the nose off the runway; by swapping to canards on the nose you increase the pitch leverage considerably, pull the nose up (generating more lift) rather than pushing the tail down (generating less) and if you shift the main wings back those elevons can come into play too for extra pitch control, not to mention the fact that your lift will be more balanced relative to the centre of mass.
    And thirdly, the main landing gear is a bit too far back. Move it forwards a bit and you might find pulling the nose up on three runway much easier.
  7. jimmymcgoochie's post in Infinite loading screen. [SOLVED] was marked as the answer   
    Try using this guide to find all the log files: 
    The logs will probably say what’s going on, but some more information from you might help such as:
    KSP version; PC specs (processor, RAM and GPU are the most relevant but OS and hard drive may also help); If you have any mods installed, the names and versions if possible; Does the loading screen that never loads to the main menu play the main menu music?  
     
  8. jimmymcgoochie's post in I can't activate ground science once I've dropped it was marked as the answer   
    You’re doing it incorrectly- deployable science parts need to be deployed, not simply dropped.
    Move the deployed science part into the Kerbal’s personal inventory. Right click the Kerbal, find the part in their inventory and click the little down-arrow-with-circle icon in the bottom right of that item to deploy it. Place the deployed science part with space bar. When deploying deployed science experiments, get a scientist to do it as this greatly increases the speed at which they generate their data; likewise, get engineers to deploy deployed power systems (solar panels and RTGs) as they will generate more power that way; in both cases higher level Kerbals boost the bonuses.  
  9. jimmymcgoochie's post in Right clicking parts after making a maneuver node glitches out. was marked as the answer   
    Whoops, missed that 
  10. jimmymcgoochie's post in My fuel shows as a number instead of a slider was marked as the answer   
    Try pressing the # button on the top right of the part information window? That’s usually what does it.
  11. jimmymcgoochie's post in My fuel shows as a number instead of a slider was marked as the answer   
    Try pressing the # button on the top right of the part information window? That’s usually what does it.
  12. jimmymcgoochie's post in My fuel shows as a number instead of a slider was marked as the answer   
    Try pressing the # button on the top right of the part information window? That’s usually what does it.
  13. jimmymcgoochie's post in game won't load on launch past a file on loading was marked as the answer   
    Post the full logs and a mod list, without those it’ll be almost impossible to help you.
    If you got KSP through Steam, try verifying the game files (I think it’s right click KSP in Steam library > Properties > local files > verify local files).
  14. jimmymcgoochie's post in game won't load on launch past a file on loading was marked as the answer   
    Post the full logs and a mod list, without those it’ll be almost impossible to help you.
    If you got KSP through Steam, try verifying the game files (I think it’s right click KSP in Steam library > Properties > local files > verify local files).
  15. jimmymcgoochie's post in game won't load on launch past a file on loading was marked as the answer   
    Post the full logs and a mod list, without those it’ll be almost impossible to help you.
    If you got KSP through Steam, try verifying the game files (I think it’s right click KSP in Steam library > Properties > local files > verify local files).
  16. jimmymcgoochie's post in Kopernicus unable to load planets was marked as the answer   
    You have two ModuleManagers, which is a big no-no. Delete 4.1.4 and try again.
  17. jimmymcgoochie's post in Purple/Green/grey square gone was marked as the answer   
    Press F4, that toggles the navigation markers around other crafts.
  18. jimmymcgoochie's post in [ksp 1.12.2]unable to revert flights was marked as the answer   
    I see this in the logs:
    Exception handling event onGameStateSave in class KOSToolbarWindow:System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    To me that suggests that KOS is either causing the issue or is failing as a result of it; either way, worth testing without it installed to see if that fixes the issue.
    There are also a lot of exceptions being thrown by Janitor's Closet, again try uninstalling that and see if the problem persists.
  19. jimmymcgoochie's post in [ksp 1.12.2]unable to revert flights was marked as the answer   
    I see this in the logs:
    Exception handling event onGameStateSave in class KOSToolbarWindow:System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    To me that suggests that KOS is either causing the issue or is failing as a result of it; either way, worth testing without it installed to see if that fixes the issue.
    There are also a lot of exceptions being thrown by Janitor's Closet, again try uninstalling that and see if the problem persists.
  20. jimmymcgoochie's post in [ksp 1.12.2]unable to revert flights was marked as the answer   
    I see this in the logs:
    Exception handling event onGameStateSave in class KOSToolbarWindow:System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    To me that suggests that KOS is either causing the issue or is failing as a result of it; either way, worth testing without it installed to see if that fixes the issue.
    There are also a lot of exceptions being thrown by Janitor's Closet, again try uninstalling that and see if the problem persists.
  21. jimmymcgoochie's post in any tool for to check which mods are you using on a vessel ? was marked as the answer   
    Try the Janitor's Closet mod, I believe that tells you what mod each part came from in the editors. Not hugely helpful if you've already deleted the craft files for active vessels but could do what you need it to do.
  22. jimmymcgoochie's post in KSP Black Screen on Launch. was marked as the answer   
    Try uninstalling and reinstalling KSP, remember to back your saves up first (copy from KSP/saves and paste on desktop, then do the reverse once reinstalled).
  23. jimmymcgoochie's post in How to make a new install of KSP was marked as the answer   
    It really is as simple as copy and pasting the whole KSP directory to make a second copy. But before starting anything, a few things to consider:
    Where did you get KSP from? It’s really easy to get different versions of KSP via Steam, but doing so via other platforms e.g. the KSP store might be a bit more difficult. For RO/RP-1 you want to use KSP 1.10.2, don’t use anything newer as they’re not yet compatible and you’ll have a lot of headaches with it (I know, I run my RP-1 game in 1.11…) Did you put mods into your only copy of KSP? If yes, copy the whole KSP folder and paste it somewhere else (desktop would do for now) to keep your existing modded game and saves safe. With that done, delete the original copy and reinstall a fresh copy of KSP 1.10.2, then make a copy of that right away and save that on your desktop too. Add all your RSS/RO/RP-1 mods to this new copy of 1.10.2, best done via CKAN. You should end up with two copies of KSP on your desktop- the original one with your current mods and saves in it and a new one with RSS/RO/RP-1 in it- and a plain stock copy which you can then use to create more copies of KSP in the future.
    It’s always a good idea to backup your saves separately before doing any mod installation or game copying, do that first and avoid the horror of losing your saves to corruption or just deleting something you shouldn’t have.
  24. jimmymcgoochie's post in How to make a new install of KSP was marked as the answer   
    It really is as simple as copy and pasting the whole KSP directory to make a second copy. But before starting anything, a few things to consider:
    Where did you get KSP from? It’s really easy to get different versions of KSP via Steam, but doing so via other platforms e.g. the KSP store might be a bit more difficult. For RO/RP-1 you want to use KSP 1.10.2, don’t use anything newer as they’re not yet compatible and you’ll have a lot of headaches with it (I know, I run my RP-1 game in 1.11…) Did you put mods into your only copy of KSP? If yes, copy the whole KSP folder and paste it somewhere else (desktop would do for now) to keep your existing modded game and saves safe. With that done, delete the original copy and reinstall a fresh copy of KSP 1.10.2, then make a copy of that right away and save that on your desktop too. Add all your RSS/RO/RP-1 mods to this new copy of 1.10.2, best done via CKAN. You should end up with two copies of KSP on your desktop- the original one with your current mods and saves in it and a new one with RSS/RO/RP-1 in it- and a plain stock copy which you can then use to create more copies of KSP in the future.
    It’s always a good idea to backup your saves separately before doing any mod installation or game copying, do that first and avoid the horror of losing your saves to corruption or just deleting something you shouldn’t have.
  25. jimmymcgoochie's post in How to make a new install of KSP was marked as the answer   
    It really is as simple as copy and pasting the whole KSP directory to make a second copy. But before starting anything, a few things to consider:
    Where did you get KSP from? It’s really easy to get different versions of KSP via Steam, but doing so via other platforms e.g. the KSP store might be a bit more difficult. For RO/RP-1 you want to use KSP 1.10.2, don’t use anything newer as they’re not yet compatible and you’ll have a lot of headaches with it (I know, I run my RP-1 game in 1.11…) Did you put mods into your only copy of KSP? If yes, copy the whole KSP folder and paste it somewhere else (desktop would do for now) to keep your existing modded game and saves safe. With that done, delete the original copy and reinstall a fresh copy of KSP 1.10.2, then make a copy of that right away and save that on your desktop too. Add all your RSS/RO/RP-1 mods to this new copy of 1.10.2, best done via CKAN. You should end up with two copies of KSP on your desktop- the original one with your current mods and saves in it and a new one with RSS/RO/RP-1 in it- and a plain stock copy which you can then use to create more copies of KSP in the future.
    It’s always a good idea to backup your saves separately before doing any mod installation or game copying, do that first and avoid the horror of losing your saves to corruption or just deleting something you shouldn’t have.
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