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About TimKerbin

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  1. I'm playing v1.2.2. Sometimes I really, really hate the contract system, it's so infuriating. I have just wasted 4 hours doing a contract worth over 800,000, 55 reputation, and which includes the following 4 objectives: Flyby Minmus Flyby the Mun Flyby Duna Lastly, have vessel in sub-orbital flight above Kerbin (this objective must be completed last). I entered flyby and orbit of the Mun; I entered flyby and orbit of Minmus; I then used Kerbin to sling me to Duna and entered flyby and orbit there. I then entered orbit of Ike, landed, planted a flag (another separate contract fulfilled) then got back into orbit for the journey home. Each time the contract system was keeping track with the usual green tick to confirm completion. However, when I entered the encounter with Kerbin on the return, and set the periapsis, all said objectives had been reset. It was like I had been doing nothing for 4 hours. Nothing changed when I entered atmosphere; I assumed re-entry would fulfil the final objective. It did not. I was in sub-orbital trajectory and it said nothing. (Does 'vessel' mean the whole ship, or just the command pod/s containing the crew?) Mission Control said the contract had all but the last objective as 'Complete'. In other words, I have to do this contract all over again with a new vessel, through no fault of my own. There's no guarantee it won't happen again. The game just does not do a good job of keeping track of completed objectives. Sometimes it treats identical objectives in separate contracts as complete, even though each contract specifies it must be done with a newly launched vessel. Sometimes objectives reset when entering solar orbit and only return when you enter an encounter; this can be confusing and concerning as you aren't sure if all your objectives have been saved. In this case, they weren't! I have over 12000 science points; 42million credits, 92% reputation. I love doing contracts, but either I am missing something, or the system is just broken.
  2. I'm playing v1.2.2 so I don't yet know if this issue has been addressed in the latest version. I do a lot of rendezvous and docking so it helps to have the target highlighted. However I have found that sometimes "Show vessel labels" in the Settings has been spontaneously turned off and deselected, meaning vessels I am docking with are no longer highlighted in yellow or show 'distance to'. Often I have no idea this has happened until I am actually trying to dock. I played for 2 hours straight and found this setting had somehow been turned off during gameplay; I had not turned it off manually. I had to save and quit and reselect it in the Settings menu. This has happened four times so far and it gets a bit annoying, especially if I'm docking at night. It seems to happen randomly, whether I am docking in space or setting a target on the ground. I have no idea why actual gameplay would randomly deselect this option in this way; no other settings - including "Always show closest approach" - are affected and all other changes I make in the Settings menu are saved (yes I do hit Apply>Accept when exiting the Settings menu!). Anyone else encountered this? Is it a bug, or maybe something I am doing? Here are all the mods I am running; is it possible one of these is doing this? I don't see why. 000_Toolbar BoulderCo ContractConfigurator DecoupleFromHeatshield DistantObject EnvironmentalVisualEnhancements HaystackContinued HullCameraVDS Kopernicus ModularFlightIntegrator PlanetShine ProceduralFairings ProceduralParts ReentryParticleEffect SCANsat scatterer Squad SVT TextureReplacer Trajectories TweakScale
  3. I've gone from being completely indifferent to ion engines, to absolutely loving them. I thought I'd do a little tribute to Cassini (Kassini with a K, obviously!) as it approaches its Grand Finale. So I put together a little probe (yes I know it looks nothing like Cassini, artistic license!) and sent it to Jool. I honestly had no idea if this thing would even do anything around Jool, but to my utter amazement it did. In fact this little thing had enough delta-v to do a flyby of ALL of the moons in the Joolian system, as well as get into a circular polar orbit around Jool with enough fuel left over for a final de-orbit burn when the time is right! It worked out so well, I strongly recommend ion engines to any fellow Kerbonaut who, like me, never gave them a second thought. Yes they take FOREVER, and you have to use physical time warp A LOT, but their delta-v puts the nuclear engine to shame. Kassini
  4. I'm running v1.2.2 This is so frustrating! I had a contract to mine 1050 units of ore from Minmus and return it to Kerbin. I have tried THREE TIMES now to complete the contract and it only ever gives me 3 out of 4 criteria: Acquire 1050 units of fresh ore from Minmus COMPLETE (I collected 1065 units, but does this matter? It says it's complete!) Have 1050 units on your vessel COMPLETE Maintain stability for 10 seconds COMPLETE Land your ore on Kerbin INCOMPLETE Right now, this second, the damn ship is sitting in the sea, ore intact! If this isn't "landed on Kerbin" what the hell is? What am I missing?! I have tried jettisoning the ore once landed, I have tried landing on both land and sea, I have tried Recovering the Vessel, I have tried going into the Tracking Station and reloading the ship from there; and it still won't give me it! This was my first 'mining ore' mission and I was pleased it worked, but I am not going to waste another 2 hours designing and testing a ship if the game's going to behave like this on mining contracts. The contract gives me over 500,000 credits, and I spent more than that on this mission! I want that money back. EDIT: Could it be it literally means I have LAND the ore, on a lander, with engines and parachutes, back on Kerbin? If so, HOW WAS I SUPPOSE TO KNOW? Sometimes these damn contracts can be so ambiguously worded!
  5. I had a tourism contract - something I've done zillions of times before - and when I got to Kerbin orbit I noticed something was missing. THE TOURISTS! Doh! it was just like that moment in Home Alone when she's on the plane and notices something is missing... In the end I sent Jeb up with the tourists to dock with it. The problem was neither craft had docking ports and tourists can't do EVA (even though they get XP for some reason), so I put the grapple on Jeb's ship and docked that way. I don't know whether this is a bug or by design but if you dock with the grapple you can still transfer any crew, even tourists who can't do EVA and there's no docking port! I bet the Kerbals have invented a teleporter and no-one's told us... God I love KSP. I have lost so many hours of sleep to this damn game!
  6. Sorry to be so dense but which sub-forum is it now on? These mods are so confusing. Scatterer config only seems to mention Laythe and not Kerbin...even though evidently Scatterer affects Kerbin; EVE only has a bunch of DLL files, no config files. I'm convinced that BoulderCo clouds.cfg holds the key - if I remove the entire BoulderCo folder and relaunch KSP both Kerbin and Laythe have no clouds, only atmosphere.
  7. Sorry if this is in the wrong forum, it's not really a bug or fault in a modded install, just a how-to question about mods. Feel free to move it to the right forum if you disagree.I'm running v1.2.2. All I want to do is swap atmosphere textures so that Laythe looks like Kerbin and Kerbin looks like Laythe (See image). But no matter what I change, it doesn't work. I'm useless at this sort of thing, does anyone know code and know which file references I should be changing and/or copying? Nothing I do seems to work. Here's the mods I am running. The only relevant references I've found is in the 'BoulderCo/Atmosphere/clouds.cfg' file, but maybe this is handled by more than one mod. I tried copying exactly Laythe's settings and pasting them over Kerbin's, changing its name accordingly (using a backup as reference). Whatever I'm doing it's either incorrect or not enough. Even after I save the files and quit and relaunch KSP, both Kerbin and Laythe remain unchanged. It's driving me nuts, I prefer the way Laythe looks, and I'd rather Kerbin looked like that! How hard can this be!
  8. Is it true these monoliths unlock new tech? I found a monolith on Minmus and the "milestone" message said in pink letters "Experimental motors". However, when i checked the Science Tree (which is complete) there was nothing unlocked, no "Experimental motors" branch visible. I'm running v1.2.2.
  9. Why the hell didn't I start using this sooner. I've seen Scott Manley using it and I never got around to trying it myself. Only just started using it, still figuring it out, but it looks like CKAN will make handling my mod-installs SO much easier! Thank you!
  10. Here's a pic. https://ibb.co/cj2Hva That lander-can is lighter and has a greater heat tolerance than the other one-man capsule which I could have used. I'm wondering if I put the shield in the wrong place - instead of placing it at the bottom of the science bay I should have put the science bay and other parts above the landercan and just put the shield on the landercan directly.
  11. One mundane mission turned out to be anything but. Here's how. FYI I'm running v1.1. In one mission that turned out to be extraordinarily epic and took me at least 8 hours to finally finish (contracts to get science from orbitting Duna and Ike) I just couldn't get him to survive Kerbin re-entry, so I let him escape Kerbin and go into a parked orbit whose AP was just past Duna. Actually this was my first attempt at returning from an interplanetary mission in v 1.1; I thought I had planned ahead. I was wrong. Because this pod had over 1000 science on it I wasn't going to give up easy. I also try to never, ever let a Kerbal die or go MIA. So I devised an interplanetary rescue mission (which worked first time to my amazement!) to salvage the pilot and his science. However, thinking I had learned my lesson from the last attempt at re-entry I had put several airbrakes and retractable radiators on this rescue pod, thinking it would work. But it didn't. On several attempts, at various altitudes, they burned up on re-entry. To be honest this was my first time using airbrakes and radiators of this type, I just didn't know how to use them. Regardless, they heated up way past their tolerances and quickly burned up. I then realised I had enough delta-v in this final stage with its lv909 engine to slow down sufficiently to get into a parked Kerbin orbit. And I did. However, even at Kerbin orbital speeds none of my radiators or airbrakes survived, so I let them burn up in the hope they would bleed off enough speed to let my pod survive. And it did. The pod landed safely, after what was for me a totally exhausting mission, and I got over 1200 science from it. So what the heck am I doing wrong here? How do you survive interplanetary re-entry?I know I could 'bleed' off speed but how do I do that when I burn up the moment I hit the upper atmosphere? Even if I try an aero-capture I have to survive long enough to do that, and I don't; I start encountering heat at about 58km and it just gets worse. I don't survive long enough to get captured. Believe me I tried everything, at all altitudes. It just wouldn't survive. For a one-man pod with a small tank and an lv909 engine there really isn't many options. I did think about using the 2.5m heat-shield...would that work better? Not only at deflecting heat but creating drag too. Prior to aerodynamics and re-entry heat being added proper to KSP I've done countless interplanetary missions; however, now that I'm playing v1.1 it's meant I have to re-evaluate and even scrap my previous designs. I'd love to hear what the more advanced KSP players do to deal with this problem! All advice welcome. Cheers, Tim UPDATE: After I wrote this, I tried recreating the entire mission in sandbox mode, this time using a single 2.5m ablator shield on my final stage, with no radiators. It worked brilliantly. Even with a Kerbin PE of 30km none of the instruments or other parts of the final stage experienced ANY heating at all, travelling at 3500m/s. My only issue now is working out the best way of incorporating the 2.5m shield into my 1.5m final stage design. Also, does this mean that if I want to send more than one Kerbal, and use a 2m pod, I will have to use an even bigger ablator shield? In the same way the 1m shield was useless, I'm guessing the 2.5m shield will be useless too. Unless the larger pods have a greater heat tolerance....
  12. I installed KSPRC to find that it messed up my save file, meaning I couldn't access any part of the KSC. The interface was unresponsive, and I got error message boxes saying some of my in flight missions couldn't be loaded. Then I installed SVE and it seems to work great, though the Mun has clouds on its surface which just look silly! The Mun is a lifeless rock, it has no atmosphere! I tried removing all Mun references in the configuration file, but the clouds/dust are still there. What do I have to do to remove it? What files, config file entries should I delete? SVE works great if it weren't for this little niggling thing that's bugging me! Just for future reference, could mod makers please stop adding dust and atmospheres to lifeless rocks, such as the Mun.
  13. Sorry if this is in the wrong forum, I never know where to put my posts! I'm running v1.1.1 and I'm trying to find high-res Kerbin cloud texture packs that work with E.V.E or TextureReplacer. I don't know whether the default E.V.E ones I'm using right now are installed properly but they're really low-res as seen from space and are quite pixelated even from orbit and especially the lower I get into the atmosphere. I always remember E.V.E in v0.90 looking really nice, whether from AP or PE, and I've tried converting the 0.90 cloud texture (longitudinal and latitudinal map which is higher-res than the 2046x2046 cubic ones in v1.1.1) into cubic projection (6 files cubeX, cubeY, etc) and just cannot get the damn things to map correctly. And even if I do, the texture looks uniformly white and untextured. It's driving me crazy, I guess I'm doing something wrong. So I was wondering if there are higher res cloud textures, maybe 4096x4096 out there for E.V.E? Or could any one recommend a pack they use that I could try? I've looked all over Google and Curse. I honestly don't care that much about mods that enhance gameplay or science or parts, though I do have a few. What matters to me is the visual look of the game. Yet mods for this seem lacking. Curse has so few, compared to other types of mods. Am I the only one who wants Kerbin to look nice and realistic from all angles and altitudes? Yes Scatterer and PlanetShine are brilliant, and really do help. But maybe I'm asking too much; it is harder to achieve, I would imagine. Just to illustrate, here's a EVE cloud comparison. https://www.dropbox.com/s/aff9043izywmq7v/KSPCloudComparison.jpg?dl=0
  14. I don't know if this is directly related to KSP graphics settings, or being caused by a specific mod, for example Scatterer 1.1.1. If I rotate the camera the visual artefacts go away, but if I rotate the camera back, they return. I've so far noticed it on the surfaces of Minmus and the Mun. I don't think I've seen it on the surface of Kerbin yet. They look like shadowing artefacts. In fact it's just occurred to me to turn off 'Terrain shadows' in the Scatterer options and see if that helps. Shadows artefacts
  15. I get this too. The only temporary fix as directed by the mod-maker is to hit Alt-f11, and in 'ocean settings' hit 'Rebuild ocean'. This clears it, but doesn't prevent it from happening again. I'm wondering if it's a video card, opengl issue. It only seems to happen coming in and out of ship/map/tracking station/KSC screens.