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KSP2 Release Notes
Everything posted by jimmymcgoochie
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Some of the above discussion seems to be adding an extra letter H to "in-situ resource utilisation"...
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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. -
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. -
Why is this not docking?
jimmymcgoochie replied to randomkspplayerr's topic in KSP1 Gameplay Questions and Tutorials
This sounds like a bugged docking port. Sometimes they can get stuck in a state where they think they’re docked but they aren’t and so won’t dock to anything else. It can be fixed in (a copy of!) the save file by editing the value for the faulty port to the correct one; I don’t remember exactly what value needs changed and to what but if you find the other vessel, the one you’re trying to dock to the station, in the save file then its docking port should be in the right state and you can copy+paste those values to the broken one. -
Yep, that sounds normal. In my experience 8 gigs is just about enough to run stock KSP and for heavily modded installs it regularly uses nearly all of my 32GB of RAM. KSP loads everything into memory before starting, so mods with lots of and/or detailed part models tend to add significantly to memory use. The best way to reduce the strain is to reduce the mod count, or add moar RAM if you can.
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deployed science not transmitting
jimmymcgoochie replied to miklkit's topic in KSP1 Gameplay Questions and Tutorials
Have you tried sending a new crew to pick them up and redeploy them? That might fix it? (The old TIO-TIBO solution ) -
I believe KSP won’t really act any differently unless you use FAR, which adds more realistic aerodynamic modelling. Stock KSP only cares about the angle of incidence, it doesn’t have any of the complexities that a variable sweep wing is designed to deal with e.g. transonic drag and shockwaves.
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Heat Problem
jimmymcgoochie replied to stupid dumb idiot's topic in KSP1 Gameplay Questions and Tutorials
Cheat. Copy a part config for a tiny radiator and set it to radiate away all the heat you want, then hide one or two of them inside your vessel. Problem solved! -
Heat Problem
jimmymcgoochie replied to stupid dumb idiot's topic in KSP1 Gameplay Questions and Tutorials
Yep, that sounds about right. FFT contains fusion and antimatter engines which produce a tremendous amount of waste heat, which has to go somewhere. There’s a reason realistic sci-fi ships have massive radiators on them! -
Hyperbolic orbit issue
jimmymcgoochie replied to dert_7's topic in KSP1 Technical Support (PC, modded installs)
A hyperbolic trajectory is one that leaves the gravity of the p body being orbited. By definition, if you!re leaving Kerbin’s SOI it’s a hyperbolic orbit. I assume this is the stock maneuver tool? I’d suggest using MechJeb instead, it’s a lot better and has many more options. -
Hi the team of KSP
jimmymcgoochie replied to marc67%'s topic in KSP1 Technical Support (PC, modded installs)
Please read the RP-1 tutorials, they contain step by step guides on how to start your first RP-1 career and how all the many different systems work. It’s a steep learning curve, but well worth it- I was dead against trying it at first but now I’ve barely touched stock KSP in four years! -
Help with EVA construction
jimmymcgoochie replied to RoninFrog's topic in KSP1 Gameplay Questions and Tutorials
Copy the save file, then modify the copy to turn the decoupler into a separator and decouple it? There’s also the KML save editor that can modify the root part, but it’s a faff. In both cases use a copy of the save so the original is still recoverable. -
How do I recover a stranded vessel?
jimmymcgoochie replied to trexwyoming379's topic in KSP1 Gameplay Questions and Tutorials
Rendezvous a vessel with a scientist in it to your stranded lander, EVA the scientist, take the data out of the lander with the scientist, return to the vessel they arrived on, store data in the capsule, board, go home. Send a vessel with a Klaw and grab the stranded lander, then bring it back. Send a vessel with an engineer and a spare docking port, go EVA and use EVA construction to weld the docking port to the lander, dock, take lander home. Refly the mission, but put a docking port on the lander this time, delete the stranded one. Take your pick.