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DeadJohn

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  1. DeadJohn's post in What are these Lines? was marked as the answer   
    My guess is that you are visualizing autostruts. Check game settings and Kerbal Joint Reinforcement settings for a way to turn them off.
  2. DeadJohn's post in how do i build a working plane? was marked as the answer   
    [note: I wrote this before seeing your reply. Glad you already found one solution.]
    There are a lot of ways to get a good plane in KSP, and even more ways to get a bad plane. The prior comments in this thread are good.
    The triangle formed by the 3 wheels should be longer than it is wide. Move the nose wheel forward and shift the 2 wing wheels inwards toward the fuselage. That should improve ground stability.
    The center of lift is too far behind the center of mass, causing the tail to lift and nose to droop. Others have suggested bring the wings forward. That might worsen your landing gear position. Alternatively, leave the wings where they are but move the tail elevators to be nose canards. That will shift your center of lift forwards, as well as put the control surface further away from the centers of mass and lift for better leverage.
    Congrats on your 1st forum post.
  3. DeadJohn's post in how do i build a working plane? was marked as the answer   
    [note: I wrote this before seeing your reply. Glad you already found one solution.]
    There are a lot of ways to get a good plane in KSP, and even more ways to get a bad plane. The prior comments in this thread are good.
    The triangle formed by the 3 wheels should be longer than it is wide. Move the nose wheel forward and shift the 2 wing wheels inwards toward the fuselage. That should improve ground stability.
    The center of lift is too far behind the center of mass, causing the tail to lift and nose to droop. Others have suggested bring the wings forward. That might worsen your landing gear position. Alternatively, leave the wings where they are but move the tail elevators to be nose canards. That will shift your center of lift forwards, as well as put the control surface further away from the centers of mass and lift for better leverage.
    Congrats on your 1st forum post.
  4. DeadJohn's post in how do i build a working plane? was marked as the answer   
    [note: I wrote this before seeing your reply. Glad you already found one solution.]
    There are a lot of ways to get a good plane in KSP, and even more ways to get a bad plane. The prior comments in this thread are good.
    The triangle formed by the 3 wheels should be longer than it is wide. Move the nose wheel forward and shift the 2 wing wheels inwards toward the fuselage. That should improve ground stability.
    The center of lift is too far behind the center of mass, causing the tail to lift and nose to droop. Others have suggested bring the wings forward. That might worsen your landing gear position. Alternatively, leave the wings where they are but move the tail elevators to be nose canards. That will shift your center of lift forwards, as well as put the control surface further away from the centers of mass and lift for better leverage.
    Congrats on your 1st forum post.
  5. DeadJohn's post in Hydraulic Cylinders was marked as the answer   
    If you're relatively computer literate, you may be able to edit your savefile. I'll assume Windows but you can do similar with Linux and Mac:
    Save your open KSP game twice with 2 different names, such as "backup" and "testfix". Alt-tab out of the game, leaving KSP open. Open "testfix.sfs" with your favorite text editor (Notepad, Wordpad, etc.). Search the your vessel's name or for the value "4.20" you want to change. When you find "4.20" read a little above that to verify you are actually editing the cylinder and not a coincidental appearance of that number on a different part. Keep searching until you get to the right spot. Change the value to "4.80". Save "testfix.sfs" as "testfix1.sfs". Alt-tab back into KSP. Open "testfix1" in KSP. Check your ship. Does the cylinder extend more? If yes you're good. If the cylinder does not extend, you may have changed the wrong place, or you may have to edit the cylinder in multiple lines. Edit testfix1 more if needed. If things go really bad and you corrupt a savefile where it ruins a ship or becomes unopenable by KSP, reload "backup.sfs", save it to a new name, then repeat from #2 using that new name.
  6. DeadJohn's post in Kerbol system universal relay satellites was marked as the answer   
    Do you want guaranteed 100% coverage by your comm network, or is it okay if missions have temporary blackouts?
    Building a comm network that orbits the sun, not any planets, requires a ring of relays beyond Eeloo's orbit for the worst-case of maintaining a link to a lander on the far side of Eeloo. You could do it with 3 in a triangle orbiting far beyond Eeloo but signal strength will be a challenge - small antennas at for example Duna won't be able to reach those Eeloo relays - leading you to either overbuild Duna missions with hug antenna or build another comm network ring between Duna and Jool.
    I think a better solution is to accept temporary comm blackouts and plan your missions with that in mind. Forget the trans-Eeloo ring. Put a single relay in orbit of Eeloo to talk to Kerbin, and time your Eeloo landings so you don't land during a comm blackout. A science container or certain probe cores can collect science to transmit it after the comm blackout ends.
    My usual routine for KSP is to send the 1st mission to each planet with a relay and orbital science instruments; leave the relay in a polar orbit. My 2nd mission near that planet adds a relay for one of the planet's moons. Those 2 relays give pretty good coverage to support future ground landings. For example, if the 1st relay at Duna is behind the planet and can't talk directly to KSC, it may be able to bounce off the 2nd relay at Ike. Use high orbits in order to "see" over obstructions.
     
  7. DeadJohn's post in Kerbol system universal relay satellites was marked as the answer   
    Do you want guaranteed 100% coverage by your comm network, or is it okay if missions have temporary blackouts?
    Building a comm network that orbits the sun, not any planets, requires a ring of relays beyond Eeloo's orbit for the worst-case of maintaining a link to a lander on the far side of Eeloo. You could do it with 3 in a triangle orbiting far beyond Eeloo but signal strength will be a challenge - small antennas at for example Duna won't be able to reach those Eeloo relays - leading you to either overbuild Duna missions with hug antenna or build another comm network ring between Duna and Jool.
    I think a better solution is to accept temporary comm blackouts and plan your missions with that in mind. Forget the trans-Eeloo ring. Put a single relay in orbit of Eeloo to talk to Kerbin, and time your Eeloo landings so you don't land during a comm blackout. A science container or certain probe cores can collect science to transmit it after the comm blackout ends.
    My usual routine for KSP is to send the 1st mission to each planet with a relay and orbital science instruments; leave the relay in a polar orbit. My 2nd mission near that planet adds a relay for one of the planet's moons. Those 2 relays give pretty good coverage to support future ground landings. For example, if the 1st relay at Duna is behind the planet and can't talk directly to KSC, it may be able to bounce off the 2nd relay at Ike. Use high orbits in order to "see" over obstructions.
     
  8. DeadJohn's post in Stock in-flight assembly causes acceleration? was marked as the answer   
    I think that's your problem. Neither fork of KJR (-Next or -Continued) works well in 1.12.x. Turn on advanced tweakables and use autostruts as a workaround.
    My experience is that KJR triggers massive acceleration during construction mode. It can change your orbit and sometimes causes parts of the vessel to impact against one another and explode. I also had some cases where doing an EVA and re-boarding would cause a capsule to get 0 m/s velocity, plummeting from low orbit towards the surface. I haven't seen any of these problems since uninstalling KJR.
    P.S. This thread is in the "unmodded install" subforum. It should probably be moved to "modded".
     
  9. DeadJohn's post in Expanding a station was marked as the answer   
    In stock KSP, I think the easiest way to expand a ground base is with a grabber/klaw and wheels. The initial base can be built any way you want and then every expansion is done by driving a rover against the base. It's a little ugly but it works. Worry about the way things look after you get more practice.
    My preferred way is to use mods. Kerbal Planetary Base Systems is my favorite base mod. It has docking ports that guarantee correct alignment, wheels that fold out of the way after a base is assembled, and 2 extendable versions of the grabber that look like crew tunnels.
  10. DeadJohn's post in Help naming launch vehicles! was marked as the answer   
    Rocket science gives a lot. Each of these themes could name many rockets for you:
    Launch sites: Kennedy, Canaveral (Kanaveral if you want to Kerbal-ize names), Wallops, Vandenberg, Baikonur, Vostochny, etc. Early rocket Scientists: Goddard, Braun, Tsiolkovsky, Korolev, etc. Apollo astronauts Shuttle astronauts Modern astronauts Real-word rockets. Nothing says that "Delta" or "Apollo" can't be re-used for your own unique rocket designs. Anime is likely a rich source of names, but my knowledge isn't very deep. Pick series names, or characters from a series, or favorite animators.
     
     
  11. DeadJohn's post in Scatterer Clouds not appearing! :( was marked as the answer   
    You need Environmental Visual Effects EVE for clouds. I don't see that in your mod list folders.
    Scatterer by itself gives atmospheric haze, ocean waves, sunrays, and some additional effects.
  12. DeadJohn's post in Scatterer Clouds not appearing! :( was marked as the answer   
    You need Environmental Visual Effects EVE for clouds. I don't see that in your mod list folders.
    Scatterer by itself gives atmospheric haze, ocean waves, sunrays, and some additional effects.
  13. DeadJohn's post in Docking Encounter Tips was marked as the answer   
    You might be trying to do too large of a burn to get that encounter. Regardless of heating, the encounter display assumes zero drag, so if you skim the atmosphere even a little your encounter will change. Keep your Pe above 70km on Kerbin.
    Assuming you need to catch up with your target, and are already in a slightly lower orbit than your target, wait a few orbits to reduce the distance before doing the maneuver burn to get a very close intercept. You won't have to lower the periapsis as much by waiting.
     
     
  14. DeadJohn's post in Accidentally deleted ksp_x64 file was marked as the answer   
    It should be easy to fix. You can keep your saves, settings, and won't need to reinstall mods.
    Playing on Windows? Check the recycle bin to undelete the file.
    Do you have backups, or do you have multiple KSP folders (such as for testing different mods)? You can copy that file between folders as long as it's the correct KSP version.
    Purchased KSP via Steam? If yes, make a copy of your entire KSP folder because a reinstall might erase settings, then reinstall KSP to get the file (use Steam "beta" function to get versions earlier than 1.10). After installation copy just the 1 missing file to the copied folder, and play from that new folder.
  15. DeadJohn's post in How can I tell which experiments are "global" vs "per biome"? was marked as the answer   
    I found a mod that displays it in VAB. It's yet another saved by linuxgurugamer.
     
     
     
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