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KSP2 Release Notes
Everything posted by jimmymcgoochie
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Here's the guide for how to find the logs- both KSP.log and the more detailed Player.log which may be more useful: I would suggest uninstalling all your mods (save them as a CKAN modpack first!) and then uninstalling and reinstalling KSP, then copying it and putting the mods into this new copy- that way Steam can't interfere and break anything, which it has a habit of doing.
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Can you see other planets from Kerbin???
jimmymcgoochie replied to mrmoo's topic in KSP1 Gameplay Questions and Tutorials
Yes, it’s possible. I’m not aware of any upper limit on distance where celestial bodies aren’t rendered in flight, though their relative size and distance will make seeing smaller targets like Eeloo much harder to spot. There’s a mod (camera tools maybe?) that can do clever camera tricks for cinematic effects, or there’s Tarsier Space Telescopes if you just want to look at them and get some easy science and pretty screenshots. -
I don’t think so, but the easiest way to find out is to do a sandbox save, freeze a Kerbal and stick them in orbit of Laythe (since it gets the most radiation of any stock planetary body) and then timewarp ahead for a while.
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- mods
- deep freeze
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Oof. I didn't realise how long it had been... Finding both the time and the inspiration has been difficult of late, but I fully intend to come back to this story. Eventually.
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Weird Delta v problem on my eve lander
jimmymcgoochie replied to Batavia's topic in KSP1 Gameplay Questions and Tutorials
Delta-V on the stage or in total? If you're adding fuel to a stage with a vacuum-optimised engine e.g. Terrier, but have the delta-V display set to Eve's surface, it wouldn't surprise me if your total delta-V went down as the extra tanks would add a lot of mass but give almost no extra delta-V in that setting- vacuum-optimised engines perform very poorly in atmospheres and Eve's atmosphere is particularly thick, I think 5x more than Kerbin at sea level? If that's not what's happening, screenshots please? -
Some of the above discussion seems to be adding an extra letter H to "in-situ resource utilisation"...
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Why would they go and do that? Stupid thing keeps going off and making a racket.
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- totm mar 2024
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Rescue Contract Kerbals Shipless
jimmymcgoochie replied to Stratickus's topic in KSP1 Technical Support (PC, modded installs)
Is this really a bad thing? Unless you have a life support mod, an EVA Kerbal isn’t any harder to rescue and there’s no random debris to clean up either. -
Just putting it out there- modding the Steam copy of KSP is a bad idea as Steam can meddle with game files and break things just like this. If you use CKAN (and you should!), save your modpack to the desktop and then uninstall all mods, copy your saves to the desktop, turn off steam cloud sync and then completely uninstall and reinstall KSP through Steam, then copy the whole of KSP out of Steam and put it somewhere else and then put your saves and mods into that new copy.
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There are at least four bonus launch sites that were added in KSP 1.12, scattered all across Kerbin. There are also easter eggs on pretty much every body in the Kerbol system that were added in 1.12, along with the randomly located green monolith (or "randolith") on each body that gives you a free tech unlock in career or science modes. Finding them can be done with KerbNet, though I'd suggest using the ScanSat mod instead as it's a whole lot easier and can be done passively by bunging a satellite with a scanner into orbit and waiting for it to do it passively over time.
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Game crashing on scene change.
jimmymcgoochie replied to Dante80's topic in KSP1 Technical Support (PC, modded installs)
SSPX internals has a lot of highly detailed internal models which use quite a bit of memory, I'd suggest deleting that unless you really need to see the insides of the modules. -
NERVA Engine not Working
jimmymcgoochie replied to Aecth Thean's topic in KSP1 Gameplay Questions and Tutorials
Looks like you’ve installed some old mods and done so incorrectly. Try reinstalling all your mods using CKAN and/or making sure your mods are compatible with your version of KSP- any mods made for KSP 1.7.3 or earlier won’t work in 1.8 or later. -
technical issues So, we had some kind of technical problem.
jimmymcgoochie replied to Vanamonde's topic in Announcements
Did you try turning the forums off and on again? I mean, obviously you did or we wouldn't be here! Good to see the server hamsters have been fed and watered and are back running in their little wheels to keep the lights on. -
Hi the team of KSP
jimmymcgoochie replied to marc67%'s topic in KSP1 Technical Support (PC, modded installs)
The red icon in the top left indicates you have no control and the most likely reason for that is no power. Make sure you have electric charge storage in the avionics and if you're going to timewarp on the launchpad, you'll need a launch clamp of some sort to provide power or the battery will drain very quickly. The other option is no antenna, but that only matters if you're using the "require signal for control" option in the difficulty settings and that's disabled by default in RP-1 as far as I know. Procedural fairings attach to the fairing bases: boattails are for building static structural parts, typically around engines; interstages go between stages; and payload fairings are for putting your payloads in, though you won't need them for early sounding rockets. If you want the fairing to look different, you should adjust the settings on the base first. Unrelated to the issue above but related to the screenshot- don't use the KER delta-V readout as it isn't reliable with RP-1. Use MechJeb instead. -
No parts in vab
jimmymcgoochie replied to szpeicer's topic in KSP1 Technical Support (PC, modded installs)
Can you be more specific about which parts aren't showing up? Screenshots in the R&D and VAB/SPH editors would be helpful here. From your logs, it looks like you've installed mods in the Steam copy of KSP. This is not a good idea- Steam can and often does break things when mods are installed and so the best thing to do is to make a separate copy of KSP and install your mods in that, preferably with CKAN. Here's a step-by-step guide I wrote on how to do so: -
NERVA Engine not Working
jimmymcgoochie replied to Aecth Thean's topic in KSP1 Gameplay Questions and Tutorials
If you're using mods then a mod list is going to be necessary to track down the source of this issue. Log files may also help as they'll show if anything went wrong. Use the link below to get hold of both. Do the engines produce thrust at all? Do they respond to throttle inputs? -
Hi the team of KSP
jimmymcgoochie replied to marc67%'s topic in KSP1 Technical Support (PC, modded installs)
Can you use a proper image sharing site please? What you’re doing just isn’t working, try Imgur instead.