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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. So I may have broken my save slightly by not checking how KSPCasher works, somehow selling all my science and getting many funds for it: This did allow a lot of KCT upgrade points to be dumped into the VAB and R&D to speed things up, but I've lost all my science now so I'll have to go get some more; the plane's range is too limited to reach anything else, so it looks like rockets are the way forward. Wow! A rocket! Not a very big or powerful rocket, but it'll have to do. Completely ruined it by angling the fins far too steeply resulting in it spinning so fast that the fins actually ripped themselves off with the force. Unsurprisingly this caused a problem for stability and the rocket immediately began tumbling, shedding its speed rapidly and going nowhere near as high as I had hoped. A second rocket with an additional Tiny Tim on the bottom and the upgraded XASR-1 engine was wheeled out a little while later. This one used angled fins on the SRBs but not on the upper stage which meant that the upper stage actually stopped spinning after a while; other than that, this launch went a lot better- right up until the engine exploded: It was enough to get up beyond the Karman line and a useful proof of concept to do some altitude-based sounding rocket contracts, plus high altitude science too. Science points spent to unlock new nodes, but they're going slowly. Upgrade points spent to make stuff go faster: A quick jaunt in that little plane racked up a contract and a pretty easy 10km crewed altitude record. Further low altitude plane contracts are low value and only reach their optimal value after 120 days, so won't be appearing much unless I really need the cash. Then I did something a little bit stupid, but to be fair it said it was fine in the editor: Contract requires 90 units of sounding rocket payload, I have 89.99 units... Cue an embarrassing reload, then an awkward 5 minutes repeating what I had already done because the last save was quite a lot further back than I remembered. Fixed the payload and tried again, opting for a bit of overkill to make sure it would count this time: Then I spent a while playing around with a two-stage rocket to push into space and try to get as far downrange as possible and/or carry science experiments into space. Simulation runs often ended in the rocket flipping out and tearing itself apart, but that's what happens when you try and cobble together a rocket with the (probably terrible) set of parts that are already tooled- a 1.25x4m fuel tank from a rocket plane I've been working on and the existing upper stage rocket. You can see how those simulation runs go in the album, but the TL:DR version is- too much thrust causes it to break up, too little thrust combined with too steep a climb angle also causes it to break up, somewhere in the middle can get to space and back down again. One thing I did discover is that this drogue chute on the recovery capsule is preposterously small- I think it's approximately the size of a cocktail umbrella! Full imgur album: https://imgur.com/a/PU1jzoY Coming up next time: My first attempt at a supersonic rocket plane and some more rocket launches for science and profit. Probably- I haven't done it yet so that may change!
  2. There are several mods to add new station-related science- including station science, NEOS and even Kerbalism (though that does a lot more)- and to transmit science between ships, although that one might be out of date and I can’t remember the name.
  3. If you’re using 1.8.1 but have the stock magnetometer then that says to me that you have a bad install. Are you using Steam? If so you should try backing up your save game (e.g. copy to desktop), completely uninstall KSP via Steam and then delete all the files from the steam folders, then reinstall KSP and copy it out of steam’s control before adding mods.
  4. So do I! But it takes time for me to go from vague ideas to coherent chapters, plus I've been busy actually playing KSP rather than writing about it, plus a full time job in there as well as boring stuff like eating and sleeping... I have the start of the next chapter mostly done, along with the ending (although that might become the end of the next chapter) but the middle bit will take a bit longer.
  5. Yes, MechJeb can make nodes for you. Use the Maneuver Planner function, try ‘bi-impulsive (Hohmann) transfer’ if you’re inside Eve’s SOI already and if that does ‘t work or you’re not in Eve’s SOI then try ‘fine tune closest approach’ and set the target distance to be inside Gilly’s very small SOI. I can’t see the images on your post for some reason (probably because I’m using a tablet browser) so can’t be any more detailed than that, but I might try later on a PC.
  6. Try loading a backup save file from before the point when the issue first started (either from a named save or from the backups folder in KSP/saves/your save name/backups, grab those and copy them to the same folder as persistent.sfs) then try doing whatever you did that broke it again- if it repeats then load that same save game and don’t do that thing again.
  7. That often happens if you break a solar panel on the surface- because the panel is strewn across the ground the game thinks you’re still landed even when you fly away. I once got one for an EVA report while flying low over the sun, when I was actually somewhere in Kerbin’s SOI.
  8. After starting a report series using Kerbalism in a (relatively) stock game in the stock solar system called Kerbal(ism) Space Program (https://forum.kerbalspaceprogram.com/index.php?/topic/196959-kerbalism-space-program/), I went off for a few weeks to do a space race challenge using an upscaled version of Beyond Home; in the meantime I've also been watching an RP-1 series and for some inexplicable reason now I've gone and started playing RSS/RO/RP-1 but with Kerbalism too, hence the name of this thread. I tried RSS/RO/RP-1 before, once, about a year ago when I had only started with KSP a few months previously, and I hated every moment of those 5 minutes before I ditched it; this time round I might actually know what I'm doing, although I've already managed to rip the wings off a plane by pulling up too hard- with fine controls switched on too! Starting with the easy difficulty settings but changing a few parameters to make things slightly more difficult should be fine, right? Here goes nothing... Terran(ism) Space Program Episode 1: Pilot. Well, when the game gives you 4 pilots and a plane is the best option for quick and easy science, what else am I supposed to call the first report? You will probably see pretty quickly that I have no imagination for naming my crafts. Planes like this don't do tooling or anything so this one's going through as is; however it can be landed and re-used with minimal effort which makes it a good way to get some science quickly and gives those pilots something to do until more interesting stuff (X-1) gets unlocked. Ah, now this is more like it- an actual rocket! Skipping the 0.3m WAC-Corporal related stuff in favour of the larger 0.38m Aerobee may or may not work out in the end, but I think it will be better in the long run to get some data on the bigger hardware as the consensus seems to be that Aerobee-related tech can be used for early sub-orbital and later orbital rockets. This one will have to wait until after the plane gets built though, they're on the same production line which simplifies the KCT upgrading system (good) but means stuff happens slower at first (bad). Two short flights in the imaginatively named Plane 1 net 20 or so science, more than enough to keep R&D going for a few years. Those early research speeds are painfully slow, but spending funds to unlock upgrade points can help to boost it and that plane will be useful for some low-hanging plane-related contracts which will be almost 100% pure profit until I crash it, or modify it, or make a new plane... Like an X-1, for example: it unlocks in the first plane-related node, so the 4 pilots are already getting some training done on it. I'm not sure if starting research on nodes is supposed to cost 10,000 funds per node so will have to look into that. https://imgur.com/a/JmPp1Fh for some nice pictures of a plane flying around Cape Canaveral a couple of times. Coming up in episode 2: A rocket launch?
  9. Are you sure you have the correct versions of all your mods and all their dependencies? There's an exception for the magnetometer in the logs that seems to be being caused by a drag cube issue; the magnetometer is a new part in 1.10 and the drag system had some changes in 1.10 so older mods can be causing things to fail. Check your versions, check your dependencies, and check all your folders are in the right place: examples- GameData/ModA: either copy+paste the GameData folder into the KSP root directory and merge it with the existing GameData folder, or copy the ModA folder and paste it inside the KSP GameData folder; either way you should see KSP/GameData/ModA; ModB_v1.0/GameData/ModB: as above, don't just copy the ModB_v1.0 folder and paste that into your KSP/GameData folder as it probably won't work properly or at all; ModC_v1/ModC: Copy and paste the ModC folder into KSP/GameData, not the folder with the version number; GameData/ModD plus other folders for other mods, and/or ModuleManager- copy everything inside the GameData folder and paste into KSP/GameData, those other folders are the dependencies for that mod and it conveniently includes them (but not all mods do this); if several mods have the same dependencies e.g. ModuleManager/ClickThroughBlocker/B9PartSwitch, you only need one copy of those but make sure it's the latest copy for your version of KSP. Or just install everything through CKAN, it makes life so much easier when you're juggling lots of different mods and especially if you want to get the latest updates.
  10. Try changing the key binds to use different keys and see if those work. Alternatively, add an English keyboard layout in the Mac settings and use that when playing KSP- this might be tricky if the keys are different though; that could be solved by getting an English-layout keyboard just to play KSP with, but that seems like a pretty extreme solution.
  11. I'm back! For now at least, though I've been watching an RP-1 playthrough series so I might get distracted by that, or go back to my old JNSQ career since it's at the same scale as the upscaled Beyond Home setup in that space race. But before I do, I did this: Eve Rover landed on Eve to do some science. This wasn't the first attempt at the landing though, not by a long shot- despite only reaching 3km/s at most, the re-entry heating on this was worse than hitting the Beyond Home analog (Hydrus) with a 3.5x rescale (2.7x relative to Kerbin as Rhode is smaller) at more than double the speed. The rover's first transmissions combined with a steady trickle of data from the Gilly Base did bring in some science, as did recovering the Sub Lab off the coast of KSC when its experiments were done:
  12. I see two errors being spammed in the logs: This looks like KSPIE doing something wrong and is probably the root cause. There's also this repeated several times every few milliseconds: It would really help if you added the KSP version and mod list.
  13. Can you find and post the log files? They're the best way to find out what's going on when the game crashes. Here's how you find the logs and what to do with them to let others see them:
  14. Today I finally completed the Beyond Home Space Race- from the opening science node to landing bases on Janus and all four moons in under 7 Kerbin years. I would post some screenshots of the most recent stuff, but quite frankly I've spent a mildly obscene amount of time staring at this screen today and I can't face another wall of screenshots on imgur to pick the good ones out. OK, fine. One screenshot. Oh, alright then, two.
  15. AAARG(r)- Race completed! It took a lot longer (in real time!) than it should have, but I finally finished off all the milestones. It helped that the Endurance mod came with a deployable habitat module that can hold 10 Kerbals and has its own control point and batteries, so that plus a couple of solar panels counts as a 'base'- though I added a science module to each to make it more like a real base. Here's the really brief recap with just the milestones themselves. Jupiter 1- first interstellar probe at Y5, D173, 00:10 (it entered Kerbol's SOI at this time so that counts as being 'interstellar', but later it entered orbit of Janus, lobbed some rovers around and eventually parked in a polar orbit for scanning). Metis 1- first space station around a moon at Y5, D180, 1:39. Uranus 1- first interstellar landing, first interstellar crewed landing, first interplanetary base (because I misread the milestone and thought that said interstellar not interplanetary) at Y6, D270, 01:47. Endurance- it was a particularly complex mission so it gets its own section with a few different milestones thrown in. First interstellar base on a moon of Janus- Tau base, Y6, D298, 2:18. Bases on Janus and all its moons- . And just to show all those bases in the tracking station: Wait a minute... Was a base on the surface of Janus removed from the list, or did it ever exist there at all? If that's not part of it then I completed the final base milestone at Y6, D380, 00:07, although that would be the one base that I don't have all the screenshots for. @GuessingEveryDayI am DONE! From the start node to bases on Janus and all its moons in under 7 Kerbin years, and with the totally arbitrary restriction of using cryogenic propulsion as much as possible. If I never see another 1.2FPS slideshow during a 14-hour interstellar burn again, it'll be too soon! Albums are here with all the details: https://imgur.com/a/6RzQ1dL https://imgur.com/a/qL5AplH https://imgur.com/a/9krs2J7 https://imgur.com/a/6y14nc8 https://imgur.com/a/kMXOreQ
  16. I'm one Janus base away from finishing, so I'll hold off on posting this week's stuff until I'm done. I seem to have misread the milestone for 'first interplanetary base' as 'interstellar' and put a base on Dynasty instead of somewhere easier to reach like Hydrus or Scaythe (or their moons). But it's a base, on a planet that isn't Rhode, so that still counts! I didn't realise when I started this just how ludicrously OP the Endurance actually is- half a million ISP plus really lightweight fuel makes for some truly absurd delta-V numbers, and even the Landers and Rangers manage ISP of 18,000 seconds which gives the Lander about 40km/s delta-V when unladen. Unfortunately there are still a few bugs like missing fusion pellets, strange heating problems and control points not working right resulting in a few near-misses with moons after burning 'prograde' which was actually straight down.
  17. This often happens when autostruts are enabled and you dock things together- the struts can get very confused about which parts they're meant to be strutted to and things end up pointing in the wrong direction or in some cases causing massive explosions and random parts end up stationary in space over the planet/moon's poles (which has happened to me quite a few times and written off more than one space station!). Turn off all autostruts before docking stuff together, it seems to reduce the chances of this sort of thing happening.
  18. You're probably not seeing AVP because it isn't marked as 1.10 compatible- you can either switch the filter to 'all' or go to Settings > compatible KSP versions and add 1.9 (and 1.8) so CKAN will accept all mods compatible with those versions as well as 1.10. As a general rule, most mods that work in 1.8 and later will be OK in 1.10, though some changes to fairings and drag calculations in 1.10 can break parts that are made for older versions; for planet packs like OPM you'll need the bleeding edge Kopernicus- go to Settings > CKAN settings, click 'new' for metadata repositories and add the Kopernicus BE repo to get access to it via CKAN.
  19. Any time something drops below ~25km in Kerbin's atmosphere and isn't loaded in (outside physics range or in space centre/tracking station) the game just destroys it automatically, which means no matter how many parachutes you stick on your stages it won't have any effect. Stage Recovery is my favourite solution, it makes a huge difference early in a career game to be able to recover those boosters either using parachutes or later by powered recovery. It's entirely possible to make entirely stock reusable boosters that can launch a payload towards orbit, burn back and land at KSC before being refuelled, a new payload attached and launched again without recovering them, but this requires some pretty specialised design and flying and the payload has to be thrown high enough to still be in space when you switch back to circularise its orbit.
  20. If you're using KSP 1.10 (or possibly 1/9? I can't remember exactly when this feature was added) you can use the 'set position' cheat to teleport yourself to any point on any planet or moon you like- the only problem is that the game will give you co-ordinates in degrees-minutes-seconds whereas the set position cheat uses decimal values, so it's a bit of guesswork to get vaguely close then tweak the numbers a bit to get closer, or find a conversion site on the internet and use that to get the numbers you need.
  21. Mobile devices have puny hardware compared to consoles, let alone gaming PCs. If you tried to port KSP to a phone or tablet it would look terrible (because it would need to run at minimum settings), the UI would need to be completely redone to work with touchscreens and, most importantly, the phone or tablet would chew through its battery and get uncomfortably hot in the process. I don’t know about you, but I prefer my mobile games without second degree burns on my fingers.
  22. I think the reason that the Ranger VTOL engine doesn't work is because there's no storage for IntakeAtm- I haven't yet tried adding that to the config but I suspect that will cure that particular issue. The Ranger landing gear is broken in any case, the front legs just fall through the ground when fully deployed. I also tried sticking some radiators into the engine module config but they seem to make very little difference- radiators running over 200% but the whole thing still heated up considerably. But let's face it: flying the Endurance on an interstellar voyage with the music from Interstellar playing in-game (Astronomer's Music Pack has some in it) is going to take some beating!
  23. Landed rovers on three moons of Janus (Beyond Home’s Jool)- two failed because “wheels aren’t touching the ground” so neither I nor Bon Voyage could drive them, and the third worked but drove itself inside a mountain and exploded. On the plus side, I landed an interstellar mission on Dynasty (Duna but with 0.8g, oof) and got another rover plus a deployed science cluster set up and running/roving.
  24. Probably not what it was designed for, but when I made a 250km/s burn with a fully constructed Endurance the whole thing began heating up alarmingly to the extent that some attached parts were a few degrees from exploding; maybe radiators on the engine modules to cool the reactors would help? The same thing also happened to a Lander I tried to fly into orbit while carrying a freight module underneath, which had massive drag issues and barely broke the sound barrier before its core heat went too high; 1500K core but 3300K skin is a bit odd. Re. launching the Rangers on a rocket, it might be possible to do so using a Making History (or Restock+) engine plate plus the separate Ranger mounts. It’s easier to just stick them all together and launch it in one go though, even in an upscaled system (Beyond Home but at JNSQ scale) I put the entire Endurance ring plus Rangers and Landers in orbit as a single unit, using the most inefficient right angled gravity ‘turn’ you’ll ever see to fight the monstrous drag- not even the NFLV 7.5m fairing can fit around it.
  25. Look up the ‘4ksp’ mod, it’s exactly what you’re looking for to scale the UI elements up for larger screen resolutions and is a very simple mod to install and use.
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