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Everything posted by jimmymcgoochie
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I don't think I've ever scanned exactly the same thing (ROC? Anomaly? Scatter? 'thing' will have to do ) with two different scanning arms before. They're not too difficult to find though, especially olivine formations which are fairly conspicuous. If you're struggling to find them there are a couple of helpful options in the cheats menu that can point them out from a distance, or you could use the SCANsat mod's BTDT scanner which can find them at close range. Try scanning another one, if that also returns 0 science then there's something wrong but if it works then I'd guess that you can only scan each thing with one scanner arm, though you can definitely scan the same thing with the same scanner arm more than once.
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Terran(ism) Space Program (finished!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
A few extra contracts for LEO satellites were accepted, helped by the upgrade to Mission Control that bumps the total contracts available from 3 to 5. A little bit of experimentation showed that the first two stages of Green Sparrow had the delta-V to complete these contracts- it can put a ton of Lunar impactor into LEO so it's hardly surprising that it can also put itself plus small quantities of satellite payloads into slightly higher orbits. The last of the Red Cat rockets rolled out to the pad- at this stage I've all but given up on trying to remember what they're called, but I think this is Red Leopard 4- to complete that weather satellite contract. No frills, no science experiments, no solar panels, just the bare minimum to put the thing into the desired orbit as it'll disappear as soon as the contract is completed: More KCT upgrades: It's June 1955 and already Green Swallow 1 is heading to the Moon! It'll crash straight into it, but that's about as good as it gets right now. Battery life was an issue as the probe got close to the Moon, grabbing as much science as possible and sending it back at a trickle until impact. Half a million funds from those two contracts, plus with Green Sparrow nearly built I can do them again right away: One million funds and 83 science to spend! The science was spent on three nodes: human-rated EDL, 1959 orbital rocketry and early human spaceflight electronics research, which has no parts but does unlock two crew experiments and also unlocks the next wave of probes/avionics, power generation and storage, communications and science tech as well as the first RTGs. There's a little science left over as unlocking the first space capsules requires four separate nodes to be unlocked first, of which I currently have two in progress. After starting a tracking station upgrade I spent most of the remaining funds on KCT points, boosting the VAB and lab by quite a lot. Upgrading R&D isn't necessary just yet, and while upgrading the VAB to allow a second build queue would be nice I doubt I would be able to use the extra capacity just yet. Upgrading the single production line is more efficient right now than adding a second with no points in it. Green Sparrow headed out to the launchpad for its turn to take on the Moon, but due to a PEBKAC error the AJ10 first stage boosters failed to light as their fuel tanks weren't pressurised. Oops... When I rolled it back off the pad, the game crashed. A convenient excuse for me to do all that stuff I'm supposed to do, like 'shopping' and 'cleaning', but a mildly embarrassing way to end this report. Full album: https://imgur.com/a/3fHZ3az Coming up next time- more Lunar littering as I continue to chuck rockets at the Moon. -
Is there a nose cone that opens and closes?
jimmymcgoochie replied to maddog59's topic in KSP1 Discussion
Not in the stock game, no, but Near Future Launch Vehicles does have 5m and 7.5m cargo bay nosecones that open and close like any other cargo bay; I think the 5m version hinges to the side like a cargo plane, opening up the full 5m interior, but the 7.5m one opens down one side. I don’t know of any others. -
Terran(ism) Space Program (finished!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
Project Moonshot is a go! Which means I spent most of yesterday's KSPing in the VAB and the simulator trying to make a rocket that could actually hit the Moon, and a substantial part of today as well. Very few screenshots because I was changing things so often and on several occasions I binned the entire rocket only to build something very similar a few minutes later. There's a reason those RP-1 playthrough videos skip over the design and testing phase of the game, because it's really boring and often frustrating. On the real rockets front, Green Pepper 1 successfully completed its mission to launch a sample return capsule into orbit, complete the advanced biological sample experiment and then return the capsule to the surface: With almost 50 science gained from that mission it was time to unlock some more tech nodes, most importantly 1958 orbital rocketry which contains many engine config upgrades as well as a neat little Soviet upper stage with high ISP, and the Gamma 2 and Gamma 8 engines from Black Arrow- one of my favourite real rockets, even if the story behind it makes me ashamed of being a Brit . Actually, while I'm on that subject- I finally created a design for the Moonshot that should be capable of doing the job, with two variants- Green Sparrow uses the Gamma 2 engine from Black Arrow and HTP powered RCS (as Gamma engines burn kerosene/HTP), and Green Swallow uses two AJ10s and N2O powered RCS; the pair of AJ10s is marginally more powerful and more efficient, but require high pressure tanks which Gamma 2 does not, plus Gamma 2 can burn for longer and has a lower failure rate even with no data in it- 10% ignition failure versus 18% for the AJ10 which has been used on several flights already. I also discovered that the default shiny metal look is really hard to see in the dark, even with ambient lighting turned up really high and engine lighting providing some illumination for the other parts. RP-1 101: always tool your rockets. Yes, it's expensive, but the reduction in per rocket build costs can be substantial and the build times even more so: Price per rocket reduced by just over 17k funds, time to build reduced by over 75%. Balloon tanks are expensive to tool and to build, but their outrageously high fuel fraction makes it worth the effort; for some reason fairings are also really expensive in RP-1, though tooling them cuts the cost down to a more sensible level. The third in the 'go to space and come back again' contract series popped up, so I grabbed that and made some minor alterations to Green Pepper 2 which had started construction to meet the higher orbital requirements. That advance money combined with what I had left of the previous contract's reward paid for upgrades to mission control and the runway as well as a lot of KCT points, mostly funnelled into the VAB. Green Pepper 2 then flew its mission, meeting the orbital requirements with fuel to spare and then returning safely for another lucrative reward: And just when I was starting to get a bit of momentum going, the game crashed . Full album: https://imgur.com/a/dSgbhL3 Coming up next time- with the help of some super slow motion, can I put a new crater in the already heavily cratered surface of the Moon? -
Are you sure you have all the right mods and the right versions for KSP 1.10? The list you’ve posted doesn’t contain anything that would change the contracts system. Can you provide a screenshot of the Mission Control screen along with the game logs? You can find out how to find those here: https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
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With around 1/3g gravity and so little atmospheric pressure that engines operate at effectively vacuum efficiency, Duna is pretty easy to take off from. A Terrier will be enough for a small lander, usually 1.25m and single occupant, or you could build something larger in a two-stage configuration with drop tanks/boosters for the landing. If one Terrier isn’t enough and you have the Dart aerospike engine unlocked (assuming career/science mode) use that instead of multiple Terriers- it’s more efficient and produces the thrust of three Terriers for the weight of two plus it’s the same diameter and only slightly longer.
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tweak multiple parachutes inflight
jimmymcgoochie replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
Nope, one at a time is all you can do in flight. You can, however, left click on the parachutes in the staging menu to open the collapsed stack of chutes and then right click them one by one from the stage list to adjust them, which is easier and quicker than trying to find the parts on the craft (especially if it’s moving).- 1 reply
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There seems to be a bug with B9 part switch that deletes the fusion pellets from the Ranger and Lander, so their reactors can’t produce the power needed to run the engines. One solution is to create a hacky patch to add an RRG-style always on generator to produce that power, and it’s what I did recently when using Endurance as an interstellar ship in the Beyond Home Space Race. I can’t say anything about KSPIE compatibility though, I suspect that as Endurance is a standalone thing it won’t interfere too much with KSPIE or vice versa as they’re both adding discrete parts/systems/resources/etc.
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Inflatable modules aren’t always a good idea with Kerbalism as you need to inflate them, which uses A LOT of nitrogen unless you launch them already inflated, which defeats the purpose of them being inflatable in the first place. SSPX is still the best option that I know of, you can always delete the parts you don’t want before running the game to save on memory/part clutter.
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Transmitting science from Jool
jimmymcgoochie replied to RealKerbal3x's topic in KSP1 Gameplay Questions and Tutorials
If you’re transmitting from Jool, put the most power-efficient antenna you can on the probes themselves (even if that’s a Communotron 16) and trickle the data out slowly, then bring a hefty relay on the main ship to bounce the signals back to Kerbin. Solar power at Jool is around 4% of what you get at Kerbin so even a Gigantor solar panel produces just 1EC/s and the probe-sized panels are barely worth having; RTGs are expensive, but they deliver a lot more power for their weight than solar panels when you go out that far and a slow transmission rate gives more time for the batteries to charge up during the transmission. If you’re planning to throw a probe into Jool and want it to continuously transmit science, RTGs and a static antenna (16-S or possibly RA-2, though relays are power inefficient and slow) are your best bet as anything deployable risks being torn off by airflow. Gravity and seismic scans are the two experiments you need to watch out for wherever you go as they require a lot of data to be transmitted. Atmosphere analysis is even bigger, but only applies when you’re in an atmosphere and only Jool and Laythe have those. -
RP-1 What is RocketPlane .
jimmymcgoochie replied to piodd's topic in KSP1 Gameplay Questions and Tutorials
A rocketplane is a rocket plane- a plane powered by rockets. To complete the RP-1 X-planes contracts the best option is to use the XLR-11 rocket engine. -
RP-1 Recovery plane
jimmymcgoochie replied to piodd's topic in KSP1 Gameplay Questions and Tutorials
@piodd you should be given the option to ‘recover to SPH’ when you click the recover button while still controlling the plane. If you don’t get this option, check that you have KCT installed and set up correctly. -
How to show more than 2 Crew Portraits?
jimmymcgoochie replied to Desdenova's topic in KSP1 Gameplay Questions and Tutorials
Are you sure that you actually have 3 Kerbals on that ship? -
Terran(ism) Space Program (finished!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
First up, an attempt at a sun-synchronous satellite which didn't quite meet the parameters that the contract required: Never mind, there's another one on the build queue and this thing is loaded with science experiments to get that much-needed science. Next, Red Leopard 2 completes a weather satellite contract: Followed by Red Leopard 3 which completed the sun-synchronous contract: At this point there are a few different satellite contracts being offered, but I'm not sure that my current rocket design is capable of completing them as they require high and/or precise orbits. Or... MOONSHOT! Those hefty advances paid for a lot of KCT upgrade points, with some funds left over for any tooling etc. necessary for the new rocket that will fling a probe at the Moon. Wow, it's 1955 already! Full album: https://imgur.com/a/PPaOrRy Coming up next time- can I hit a ~3000km wide Moon from ~300,000km away? -
RoveMax XL3 doesn't steer
jimmymcgoochie replied to Redchrome's topic in KSP1 Technical Support (PC, modded installs)
It usually shows itself as one side’s wheels jumping to full motor power when you try to steer the other way e.g. right side wheels when turning left; try driving with the wheels’ PAWs pinned open and see if that’s happening. You might need to add some hefty reaction wheels and drag it around with torque, or use some smaller wheels on the front/back to steer with and disable the differential steering on the XL3 wheels. -
How to show more than 2 Crew Portraits?
jimmymcgoochie replied to Desdenova's topic in KSP1 Gameplay Questions and Tutorials
At a guess, I would say that your UI scale is too large to allow a third portrait, as this would leave the nag ball with nowhere to go. Reduce the UI scale (or increase your screen resolution) and you should be able to add more portraits. -
A Very British Space Program - RSS/RO/RP-1
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Now this sounds interesting! I’ve always had a bit of a soft spot for the Black Arrow- the best looking rocket of its time IMO and one which had a lot of potential - so I’ll be interested to see where you go with this. One minor thing though- sometimes the music is a bit too loud and I find it hard to hear the voiceover, can you turn the music volume down a bit or the voiceover up a bit please? (P.S. spaceport in Newquay or Sutherland? ) -
Restock/+, because there are some useful extras in Restock+ and the part style matches Near Future which I also often use; MechJeb, because why would I do everything myself when I can get the game to do the number-crunching for me; Kerbalism, in my most recent career games at least, because it’s a pretty comprehensive setup for life support/Kerbal QoL and makes science experiments take longer than one click and you’re done; Astrogator, because while MechJeb’s advanced transfer tool is what I usually use to plot the nodes, it’s nice to have the time until the next optimal transfer window for everywhere displayed in one window along with delta-V requirements; ScanSat, to make nice maps (and more science); And KAC, because it’s far too easy to time warp past nodes otherwise. I’ve also been using KIS/KAS and KER recently but I don’t use them every time, likewise with Stage Recovery which I would use for any career but is advised against for RP-1 for game balance reasons; I also use some Near Future mods in most of my careers but this varies- I never use NFSpacecraft but almost always use NFExploration for the probe parts expansion.
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Terran(ism) Space Program (finished!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
Before I do anything else- I've finally got TUFX part painting figured out: It's a little bit annoying that not all parts can be painted though, that thing would look much better if the wheels and cockpit matched the rest. That flight ended with a successful contract completion and a minor case of CO2 poisoning for the pilot, because for some reason it has no scrubbers in it and the CO2 from each flight stays put between flights. I had to switch the cockpit out for a brand new one to solve that problem. After buying the AJ10 engine from the tech tree I stuck together a cheap and fairly crude sounding rocket to get some data units into it and improve its rather poor reliability- 30% ignition failure rate, 20% overall. Fortunately, the rocket was recoverable and only the fins needed replaced; unfortunately it only lets you recover stuff to the SPH... I'm not sure this is an intended part of the RP-1 experience, but it works so I'm running with it. One new cockpit later and another X-planes contract gets done without any problems at all. Red Jaguar took to the launchpad to reach orbital velocity- 6500m/s- and then return to the surface. Despite some minor glitches on the launchpad at first, everything worked out fine: A hefty financial reward plus a bit of bonus science, combined with the data that Red Tiger 4 has been sending back from orbit, means I have enough science to restart the R&D department and get some research done! This node looks interesting- procedural probe cores will look nice and deep space avionics are required to go to the Moon and beyond: The next contract is to reach orbit and then return, which offers a substantial reward but will require a new rocket to handle the weight of that sample return capsule. With the advance money from this contract and the reward from the last one, I can unlock a load of new engines with much better performance than the RD-100 series I've been using so far, although their reliability isn't particularly good to start with. Unlocking the LR-79 made many of the other American engines much cheaper (and some earlier ones completely free), so I also had the funds to unlock balloon tanks which are very expensive but have a ridiculously high fuel fraction. With those new parts I could build a new rocket (with shiny new paint scheme) and test it out in the simulator to see if it can indeed make orbit and return: Unfortunately the simulator runs didn't work for various reasons and then I ran out of time. Full album: https://imgur.com/a/m1eo4uX Coming up next time- the quest for science continues as I attempt to put an advanced biological sample capsule into orbit for a whole day and then return it to the surface. -
Four KRASHed launches (with a brand new rocket design, intended to reach LEO and then drop a return capsule to the surface while the probe remains in orbit for more science); Three X-plane missions (one of which was cut short due to a catastrophic CO2 buildup in the cockpit, necessitating a new cockpit being added as it doesn’t have any capacity for a scrubber); Two sounding rockets (to improve a new engine’s reliability); And a (sample return) capsule dropped in the sea. That wasn’t originally intended to turn into “twelve days of Christmas” but it worked out OK in the end- I even got the rhythm right, if you (mis)pronounce it as KRASH-ed .
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I don’t understand what you’re asking for. If you want the in-flight clock to show Kerbin time just click the button that says MET and it will change to UT with the year, day and time. Regarding those tourist contracts for the Mun- if you reduce your orbital eccentricity to less than one, which you have to do in order to land on the Mun and means you have both a periapsis and apoapsis, then you’re “orbiting” the Mun- even if that’s on a sub-orbital trajectory; any tourists wanting to orbit the Mun will have that contract completed by landing on it. If you’re staunchly against using the maneuver system and want to continue throwing your rockets on purely ballistic trajectories (which won’t work beyond Kerbin’s SOI) then you would need to calculate the timing for when the Mun is directly above the KSC by using the sidereal rotation period of Kerbin and the sidereal orbital period of the Mun (these are not the same as a solar day or month so aren’t the 6 and 24 hours you’d expect), and you’ll end up with a value approximating 8 hours.
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Game crashes while loading a save
jimmymcgoochie replied to conao's topic in KSP1 Technical Support (PC, modded installs)
I see this in your logs: d3d12: failed to create 2D texture id=4640 w=128 h=128 mips=1 d3dfmt=28 [0x887a0005] This looks a lot like something I’ve had before which was caused by an outdated graphics driver, so try updating your graphics drivers and see if that resolves the issue.