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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. You need the EVE config s, these usually come separately to EVE itself and some visual packs e.g. spectra or AVP have their own, however if you’re not using any of those then there’s a default config which should be linked to on the EVE forum page.
  2. That points you directly towards or away from the target, not in the direction they’re going.
  3. I made some Eve lander probes called Evenera (Eve + Venera, the Soviet Venus landers) and there a few other real mission names that could be co-opted into KSP: P-ion-eer for an ion-powered deep space probe, some variation on Cassini-Huygens (Kassini-Whogens, maybe?) to be lobbed at Laythe (or more appropriately at OPM Sarnus’ moon Tekto), and a failed Mars lander called Bungle 2 (named after Beagle 2 which actually landed but didn’t deploy properly), for example.
  4. Not a bug- if you set the navball to target mode it will display your vector relative to the target- this moves the prograde/retrograde markers to show what direction you’re going relative to that object, not whatever you’re orbiting. Although it’s hard to be entirely sure from your description, can you post a screenshot(s)?
  5. I would suggest uninstall/reinstall is your best first option- just BG at first, and if that doesn’t fix it the whole of KSP- back up your saves first! I’m pretty sure that BG 1.6 is the version you need for KSP 1.11, the older version was released with an older KSP release and so won’t work with the new expanded inventory system.
  6. Are you planning on showing us this plane? And do you mean it’s made of nothing but probe cores?
  7. Pol is just a rock, the spikes are nothing more than mineral deposits (not that I’ve actually seen those as I always have scatters turned off) and the weird colouration of its surface is due to the underlying rock layers.
  8. Is the problem that the probe in the atmosphere can’t reach the relay satellite (could be plasma blackout if it’s going fast or just the satellite is beyond line of sight), or that the relay sat can’t reach back to a ground station on Kerbin (blocked by whatever body it’s orbiting or lacks the range), or that you’re not using a relay dish on the relay sat? Only relay dishes can bounce signals from other vessels, the ordinary direct ones do not so are only useful for direct communication back to Kerbin or to a nearby relay.
  9. Girders as struts- would be a computational headache as soon as you decoupled anything, what do the connected parts do? Mk2 capacity- a Mk2 fuselage is just a 1.25m cylinder with some bits stuck on the sides to generate lift, there isn’t really any additional internal volume to put tanks; Wings don’t work like that in KSP, even using FAR and procedural wings; There are mods that contain rotating docking ports as well as docking ports that only dock in a fixed orientation, plus you could use MachJeb’s docking or SAS modes and set ‘force roll’ to orient the part you’re about to dock in the direction you want; If you’re referring to Making History missions, they’re standalone for a reason; Pilots only do the same thing that probe SAS does, there are mods for more precise/specific controls if you need that sort of thing; Try detaching your stages in the editor and look at the CoM/L/T? Unclear what you mean by ‘collect fuel at fuel tank X’- is this a contract suggestion? Try the Tracking Station Evolved mod, it groups vessels by type, parent body and time since launch with the ability to search and rename vessels from the tracking station; if you want to create satellite networks then try CommNet Constellation which lets you set different frequencies for each individual antenna if you so wish; No need for more stock planets when there are so many planet mods out there, try OPM (3 gas giants with moons plus a Pluto analog with moons), Corelian, Valor or one of the other planet packs which feature new planets for the stock system- or be adventurous and try a new solar system like Galileo’s planet pack, Grannus or Beyond Home.
  10. Check the setting for ‘pixel light count’, if that’s too low then the game won’t calculate the light sources properly and you’ll get weird lighting effects.
  11. I much prefer Simple Logistics, far less prone to glitching your bases into many pieces escaping the solar system because a connector was undocked or a single part got removed from another part of the base. KAS has a lot of useful parts besides the hoses, but most of what KIS does is now replicated by the stock system; however the KIS inventory parts themselves could be useful if they supported the stock inventory system as there are a variety of shapes and sizes to choose from. I also like the KIS ability to have a Kerbal carry a box around with BG deployable experiments, instead of going back and forth to the ship each time.
  12. This is intended- a Kerbal without the heavy RCS pack and parachute is now a lot lighter than before so can jump significantly higher and faster- I saw over 4m/s from a standing jump, pretty impressive considering they’re still wearing spacesuits! It does make things a little bit problematic though as they can jump so high that their legs crumple on landing...
  13. There’s a little mod called ShowFPS which does exactly that- shows an in game FPS counter and toggles with the F8 key. If you’re getting bad FPS around Kerbin or near the surfaces of other planets, it may be caused by a few things: Terrain scatters- the game has to load them and track them as physical objects that can be collided with, so turn them down/off and it can really help your FPS at low altitudes; Large vessels with high part counts- game physics engine doesn’t do well with lots of parts, especially when atmospheric effects have to be continuously calculated for those parts, so get into space quickly and it’ll work better (plus you lose the parts from the booster which also helps); KSC itself- all those buildings are physical objects and have some complex 3D geometries which the game also simulates, not much you can do except get away ASAP; Graphics settings too high- reflections hurt FPS a lot, and various other graphics settings (terrain texture resolution, pixel light count, shadows, aero FX and more) can influence your FPS too, try turning the settings down a bit and see if that helps, but be careful about changing the terrain detail settings as this can make landed vessels suddenly be underground with catastrophic results; Graphics mods- scatterer in particular eats into your FPS, but any graphics mod can slow you down if your GPU can’t keep up with it, turn the settings down or use lower resolution textures in mods with several options. Low FPS in KSP is often because the physics engine requires a lot of computation and the processor can’t keep up, there’s not a huge amount you can do about that but if you keep your rocket designs as simple as possible with the fewest parts (use bigger versions of things like fuel tanks where possible, etc.) then you’ll ease the processing load and the game will run a bit faster. Atmospheric flight is inherently more CPU intensive as the aero forces also have to be factored in, so you may need to tolerate some lower frame rates early in a launch when you have all the boosters and are in the thickest air.
  14. Due to a sudden change in lockdown rules, I've had to change travel arrangements and will be without access to KSP (the old PotatoComputer I have at home can't even run stock KSP, let alone this RP-1 beast with ~130 mods!) from tomorrow, so this series is on hold until I manage to get back. No idea when that'll be yet though, some point in mid January maybe?
  15. Since the first proper capsules are still some way off, I'm looking into low orbit spaceplanes launched on a conventional rocket. The concept shows a lot of promise, but still needs a couple of tech nodes to unlock scrubbers and other life support related gubbins so the pilots can actually come back alive. Yes, it's a 2-crew design. The addition of a second cockpit allows more crew science to be done was well as getting that '2 crew in orbit' milestone. In this particular test I realised that I forgot to add ullaging thrusters, so the plane was actually stuck in orbit- something that will be rectified by the time I actually build it. Using the same first stage booster, Grey Tet 1 lifted off in late August 1956, tasked with orbiting the Moon and gathering science as well as that orbit the Moon contract. A weird glitch with the launch clamps didn't affect the launch, which went perfectly. While that was on its way to the Moon, I did another flight of the new X-plane 3, which suffered from a catastrophic autopilot malfunction: Atmospheric autopilot decided it was a good idea to pitch down when plummeting into the lower atmosphere, rather than up as I was telling it to, resulting in the tail and both wingtip winglets burning off and a total lack of flight control. Fortunately the parachute worked as intended, though this is just the latest mishap with this plane- I actually had to revert the flight after AA made an even bigger blunder the first time round and destroyed the whole plane, leaving poor Alexei stock in just the cockpit and pulling ludicrous G-forces until they killed him. Since I've already (accidentally) moved on from suborbital flights, there's no point fixing this plane up and flying it again, so I scrapped it. Alexei didn't seem to mind his brush with death though: And then it was back to Grey Tet which successfully inserted itself into a nice Lunar orbit which dips between space low and space high to gather as much science as possible. Contract completed, chunky solar panel pointed right at the sun, then the science started rolling in: August 1956, over a year before Sputnik 1 managed to orbit the Earth, and I've put a solar powered science probe into orbit of the Moon. Science transmissions gave a free KCT point as well as the ability to unlock something new on the tech tree: This new communications tech unlocks both S-band frequencies, which are much more powerful than the UHF signals you get to start with and have far higher ranges and transmission speeds, but also have a limited signal cone which means they don't work at close ranges. They'll be very useful for future missions to the Moon and vital for going interplanetary. Next up was the last flight of Plane 2, which went without incident and completed the last X-planes contract I'm ever going to do. This one managed to outlive the plane that was supposed to replace it, but now it too has been scrapped; I like to think that they're both in a museum somewhere... Now for something a bit more ambitious, but not quite let's land on the Moon in 1956! ambitious: Molniya and geostationary orbits: While I don't see much use for a Molniya orbit here, it will be a useful stepping stone towards a geostationary satellite and from there a proper geostationary communications network to ensure coverage of anything in LEO. These contracts will need a new booster though as Green Starling simply doesn't have the delta-V; fortunately enough, I already have the booster used on Green Tet which I can easily modify to launch satellites around Earth instead of to the Moon. Continued science transmissions from Grey Tet allowed another node to be added to the research queue: Tech level 1 solar panels are better in every single way- lighter, cheaper, more power, less wear- so they'll be very useful for, well, everything! The second of 5 nav sats headed up to join the 'network': And finally, a lot of changes to the rocket build queue: All of the planned Green Falcon rockets have been scrapped as they'll need the new solar panel tech to work properly; engine upgrades were added to the NavNet launchers to improve their performance; the spare Green Tet was scrapped as the first one has completed the mission excellently; and the first Grey Cube satellite has been added to attempt a Molniya orbit. Build times are substantially shorter with the KCT upgrades that have gone in lately so Green Starlings can be made every 15 days or larger 150 ton rockets every 25 days. It's a long way from the days when a simple sounding rocket took two months to build! Full album: https://imgur.com/a/IrD1LHX Coming up next time: More boring launches, a few interesting ones (maybe?) and hopefully a crewed orbit!
  16. I don't actually use Alt+F12 (I use escape then click the little button in the bottom right of the pause menu that says 'click here for version information' or something like that) so
  17. Try it and find out! Decided to try this out on my current 1.8.1 RP-1/RO/RSS setup as the load times are pretty long due to well over a hundred mods: Before: Elapsed time is 538.028s First time, with 55k(!) MM patches created: Elapsed time is 663.4737s Second time with cached MM patches: Elapsed time is 338.0936s Wow! That's over 3 minutes faster, a 37% improvement. And that's with 32GB RAM and a 512GB SSD dedicated solely to KSP.
  18. Here’s a novel idea: Put some jet packs in a cargo container Teleport said container to Gilly, then put it next to the ship(s) with the missing jetpacks and get a Kerbal to grab them Profit
  19. Note to self- DO NOT make rash contract decisions right before stopping for the night, it leads to BAD THINGS. But first... This is fine. Once the *ahem* minor stability issues on the launchpad had been resolved, the Grey Tetrahedron (or just Grey Tet for short) actually showed a lot of promise, making it into something very close to the contracted orbit: The irony is that the TLI stage had around 600m/s of fuel left when I dropped it, because the avionics are near-earth and so won't work out at the Moon. The simpler and cheaper solution was to add more solid motors to the capture 'stage' aka a decoupler with a dozen separator motors stuck to the bottom, then use RCS to reach the desired orbit then point its huge solar panel at the sun. More KCT points added: Now for blunder #1- the suborbital crewed flight contract: There was nothing wrong with the flight- Ann Horton became the first person ever to go into space- apart from one minor detail which you might spot in the image below: I was rather confused when I landed as the contract didn't complete, then I double checked the fine print and noticed why: Target altitude- 150km, maximum altitude on that flight- 145km. That did slightly dampen the achievement of a crewed flight getting into space, but Ann Horton didn't care: One boring satellite contract: And one LEO camera satellite: That's the first of five Green Falcon sats, since each camera only carries 20% of the total samples so it takes at least 5 to get the whole experiment done, and you have to recover the films, and they're too heavy for the re-entry pod's avionics to work properly. This could be interesting... And then blunder #2 happened, because I got overambitious late in the day and forgot to read the small print AGAIN... A million fund advance for a crewed orbit? Ideal! Let's do that- hang on, why did that suborbital crewed flight contract just fail? (checks small print) *facepalm* The bright red warning text on that contract, just off the top of the contract window, clearly says that if you accept the orbital flight contract then the suborbital flight contract gets cancelled. Did I read the big bold RED warning text on the contract? With a million funds to spend, I could upgrade R&D and Mission Control with plenty of funds left over; the R&D upgrade allows nodes of up to 50 science to be unlocked, including the first capsule node and some new science experiments too. Full album: https://imgur.com/a/eqAggWF Coming up next time: Can I actually complete all those incredibly valuable contracts in time? I have 4 years to get a crew into orbit and 3 years to land a probe on the Moon, so there's plenty of time, but judging by my most recent run of terrible decisions it wouldn't surprise me at all if I managed to accept something ridiculous and ruin everything again. Oooh, a Mars flyby contract!
  20. Just based on first impressions immediately after downloading the new release: EVA construction mode is so much better than the KIS/KAS system, much easier to use and no massive pauses every time something gets added/removed. While it doesn't have the tubes/cables that KAS brings, overall it's a better system to work with and I like it very much. The new 'EVA science' kit is nice, but so far I've only seen one action (playing golf), are there others available on other planets/moons? Either way it's good to have something else to while on an EVA and it seems to be reusable too? Those helmet visors tried to sneak in under the radar, but they're a nice touch and look good. New lights and light control systems are good, easy to use and understand. Obviously the light strips will be going on the bottom of every rover, ever, since it says that's definitely not its purpose . Everything looks better with neon underglow lighting! The only issues I've seen so far are that Kerbals and vehicles (or at least the one that I quickly stuck together to test the new update) still slide around on terrain, and an unladen Kerbal can jump upwards at 4.5m/s which means they fall over when they land. While I won't be doing a huge amount with 1.11 in the near future due to incompatible mods (the perennial curse of KSP updates) I will definitely be upgrading as soon as possible to make use of these excellent new features.
  21. Fairing size 4 is a 5 metre part from Making History, though there are plenty mods which also add fairings etc. in this size category- Restock+, Near Future Launch Vehicles, or use TweakScale to make the 2.5m fairing double the size.
  22. Have you looked at “Dang It!”? Not one I’ve actually used but I think it does at least some of what you want.
  23. There was a change to the way KSP calculates delta-V values, maybe KER needs an update to match it? It’s a brand new version of the game, there will be some niggles until mod makers can update their mods to reflect the latest changes.
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