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Everything posted by jimmymcgoochie
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Help with specifying orbits
jimmymcgoochie replied to Chris Hopkins's topic in KSP1 Gameplay Questions and Tutorials
A screenshot of map view would help as it shows the target orbit and your current orbit; the two might not fully line up. -
You mean that? (and yes, it says KSP 1.4.x, but nothing has changed since then so it’s still fully accurate)
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More anomaly hunting today! A few more DSN sites, two monoliths and a, er, thing... The first flight went east and south, netting two DSN dishes and one monolith before returning to KSC. After a quick refuel and change of crew, the plane was back in the air and went north to find the last few anomalies- a weird sculpture-type thing in the high arctic, a tracking dish with severe subsidence issues and a ridiculously inaccessible monolith, hiding in the shadows at the bottom of a deep mountain valley. A couple of uninteresting recovery contracts, and then an easy one- test the 'Dart' aerospike in low altitude, low speed flight. Two more anomaly scanners were sent up to the Mun and Minmus. Unfortunately I've already scrapped all the old Mun and Minmus rovers, so actually chasing them down will fall to either the mobile bases or brand new rovers, more likely the latter. And then finishing with possibly the closest landing from orbit so far in this career: Despite some profitable contracts, the costs of launching those new grabbers and scanners has eaten into the profit margins- the net gain is a little over 100k funds. Moar pictures, you say? Here you go: https://imgur.com/a/cfavJmH What's next? Probably more anomaly hunting, on the Mun and Minmus this time. With the Sentinels now tracking asteroids and set to move into evenly spaced circular orbits over the next few years, the next node is over 180 days away and an Eve window is around 200 days away, when the Gilly Base will finally head out to Gilly.
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72%* of Kerbals prefer Kerlogg’s kereals, with approximately equal numbers choosing Korn Flakes, Koko Pops and Krunchy Nut Klusters as their number one pick to start their day. A few voted for Kookie Krisp, one picked kranola (yeah right, Bobak!) and Gene voted for a steaming hot mug of koffee, which is odd as we didn’t even put ‘a steaming hot mug of koffee’ on the survey... Kesadillas, kalzones, king prawns (hang on...), deep fried Duna bars- get these and many more recipes in “The Kerbal’s Kookbook”, free in this week’s Kosmopolitan magazine! But seriously though, it’s probably going to be just ‘food’.
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Land and takeoff again from SPH roof
jimmymcgoochie replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
Made a few more attempts, going for maximum number of landings rather than maximum mass. Using a slightly modified version of the jet above I landed on SPH roof > VAB roof > SPH roof, then crashed when trying to land on a hangar at the Island Airfield. With the stock(+DLC) Arrow-E electric plane, I managed 4 successful rooftop landings in a row (SPH > Tracking Station hub > VAB > Mission Control) before crashing on the helipad of the Administration Building. As it's electric, the mass was 3.45 tons throughout the flight (until it crashed). On a completely unrelated note, the only other thing I've done with this particular save was throw a comet into Kerbin's atmosphere when 1.10 was newly released, which resulted in two dozen smaller comets orbiting Kerbin and causing the weird white sky in the images below. A few more attempts (and crashes!) here: https://imgur.com/a/N3c5Hlg -
Land and takeoff again from SPH roof
jimmymcgoochie replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
Challenge accepted! I'm surprised nobody is using the stock planes; with a few minor modifications the Stratolauncher seems to work pretty well with a decent mass, low stall speed and short stopping distance with the brakes turned up to 200%. After a few false starts I finally did it: I didn't get a shot as it lifted off from the SPH roof as I was too busy frantically bashing the keys to avoid crashing into the side of the VAB. 32.81 tons landed on the SPH roof, no reverse thrust required. Then I tried to land on the VAB roof, but that didn't go well... All the images are here: https://imgur.com/a/pR6Me6O I'll try again with something even bigger! -
Show off your awesome KSP pictures!
jimmymcgoochie replied to NuclearWarfare's topic in KSP Fan Works
A recent favourite from my Kerbal(ism) Space Program reports- a self-propelled space station in orbit around Minmus with Kerbin hovering low over the horizon. If Kerbin is that small from Minmus, just think how tiny Minmus is from Kerbin! And a few more for good measure: Spectra should be stock. Just saying... Not a bad view from your office window! Kerbal provided for scale. -
I'm having some issues with this mod related to the fusion pellets needed for the nuclear reactors: as soon as I add B9 part switch, the fusion pellets storage disappears from the Ranger, Lander and Viper and there's no option to add them back. The pellets are still present in the Endurance's propulsion modules. The pellets are present in all of them when B9 Part Switch is not installed. Here are the logs: https://www.dropbox.com/sh/iqq2c9o5b28s4xz/AADqVmg8zCSO5GUfHrlw3_o_a?dl=0 Has anyone ever seen this before, and does anyone know how to fix it?
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@Barrackar I added the following .cfg file directly to GameData: Then removed these two lines from Sigma/Dimensions/Configs/ReDimension/ResizePQSMods.cfg: Everything seems to be working fine, although admittedly I haven't actually flown a single craft in it yet so I can't say for sure that nothing is wrong. I think that for the interstellar part of the challenge the launch site on Lua should be allowed; but no sooner! It's trivially easy to get to orbit from that launchpad, with the 0.16g and 17km atmosphere and an orbital velocity of less than 1km/s compared to Rhode's 3.8km/s (broadly similar to JNSQ Kerbin).
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It's a shame those 'recover xxx from orbit of yyy' don't give the orbital parameters of the targets. After accepting what I thought was a nice LKO rescue mission, I checked the tracking station and discovered the stranded Kerbal's pod drifting at over 4000km altitude, well beyond the range of the part grabbers in LKO. Cue the creation of a new part grabber (actually completely rebuilt, but it's still nearly identical to the old one- if it ain't broke...) and the deployment of a cluster of three to LKO before sending one out to complete the contract. The next rescue contract was a nice easy one in LKO, using one of the regular part grabbers parked in orbit; the one after that was orbiting beyond the Mun... But still within range of the improved grabber which duly grabbed it and brought it home. Unfortuantely for the Kerbal inside it, it was accidentally grabbed upside down so the Kerbal ended up going head first for the whole re-entry. And then this happened: Aroint thee, Kraken! Begin Operation Hack-the-save-file! (But I'm keeping the two random extra resource canisters ) Much better! The station made its capture and inclination change burns to wind up in a circular orbit with 0 inclination, then rotated so the engines were pointing towards the sun- apparently this orientation helps shield the crew from radiation, though its true effects remain to be seen. With plenty of time to go until the next node, a satellite was deployed to scan Kerbin and find all the anomalies for a plane to go out and investigate. The booster deorbited itself, but the engine overheated on re-entry and it ended up coming down somewhere vaguely near the KSC. After waiting a few days for the scanner to do its thing, a plane was sent out to find these anomalies and see what they are. A few easy ones to start with: Then a ridiculously difficult to find one that was almost perfectly camouflaged against the side of a mountain: Then there was this place, which is a bit bigger than it looks from a distance: An old, abandoned launch site: A strange monolith that somehow made the R&D team figure out how to make huge fuel tanks: And a couple of DSN stations: Then the fuel ran out and the plane had to land at Woomerang to be recovered. Val and newbie Nataski weren't too amused when they found out they had to walk back to the KSC... It also turns out that planting a flag on Kerbin is worth 0XP, boo. All in all, a pretty good run from today's efforts- in fact those rescue missions netted a profit of over a million funds! Some of that was spent on unlocking new technologies- both from the newly unlocked node courtesy of the randolith and from the addition of RLA Reborn, which I added for the 1.25-0.625m multi-couplers then remembered it had some nice engines in it too. Full album here: https://imgur.com/a/OBcVeuM What's next? A second flight to find the rest of those anomalies, followed by deploying more anomaly-finding scanner satellites around the Mun and Minmus then dispatching some rovers or the mobile bases to go and find them. There's a node coming up for the cluster of four Sentinels that will be deployed into solar orbit covering an arc inside Kerbin's orbit, which would then allow asteroids to be spotted, captured, sampled, etc.
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HA! Made you look! Next chapter is coming SOONTM but I actually have to, you know, write it and stuff...
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A couple of contracts, some maneuver nodes completed and four Kerbals returned from their short stay in Mun orbit as the station they were onboard is now obsolete. I would crash the station into the Mun, but a) it’s still worth a reasonable quantity of funds and can probably be salvaged, and b) I’ve already completed the deployed seismometer experiment, so there’s no point. Accepted a Kerbal rescue contract in Kerbin orbit, thinking it would be another simple LKO target; nope, it’s orbiting at over 4000km above Kerbin and the grabber probes I have in LKO can’t even match its orbit, never mind grab it and come back.
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The reason RealPlume doesn’t have a check box is because one of its dependencies is incompatible with your version; you might find that the “incompatible” dependency itself isn’t the issue, but that it has a dependency of its own that isn’t compatible. Dependencies can be several layers deep and if anything in any of those layers isn’t explicitly flagged as compatible then CKAN hides the check boxes. If you click the ‘versions’ tab on the right of the scree, you can manually select a version of any mod to install- it will then tell you what isn’t compatible so you can track the problem down to its source and tell CKAN to install it anyway. And no matter what you do, CKAN will always install all the listed dependencies for every mod you add; you might have to pick some versions if something isn’t compatible but it will still install them.
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A few days since the last update and I've already forgotten what some of the screenshots were of! First up- a new mod! PAPI lights for the KSC runway to guide planes in to land (or for the pilots to completely ignore as they slap their planes down wherever they can). They're present on both ends of the KSC runway, not sure about Dessert or Island airfields though. The first Eve rover arrived at Eve and after expending all its fuel decelerating it plunged into the atmosphere at about 5km/s. Much heating occurred, some things exploded, but somehow (cough ignore max temperatures cough) the rover itself survived and parachuted to the surface. It will now trundle around gathering science over time, thanks to a Bon Voyage autopilot and landing on the eastern hemisphere of Eve which is mostly land. The Moho scanner arrived at Moho and captured into a nice polar orbit for scanning. A minor alert about Space Station One running a bit low on food resulted in a small resupply mission being sent out; once that got there, I discovered that the science configs had once again gone missing and this time they couldn't be recovered. After nearly 4 years in orbit, it's time to retire Space Station One and bring in a brand new station to replace it. Meet Mun Station One. Two labs, a greenhouse and four long-term experiments plus enough supplies to last for a decade; enough fuel to make it to orbit of the Mun or Minmus and with a good TWR thanks to quad Cheetah engines delivering 500kN of thrust; plenty of battery capacity and four Gigantor solar panels to charge them; and three docking ports to allow expansion or crew transport ships to dock. This thing was put in orbit by checking its construction cost using KSTS, then cheating it into orbit and subtracting the funds to pretend that KSTS did it, to avoid the issues that have occurred with other KSTS orbital construction projects (explosions, parts dropped off at the south pole with zero orbital velocity, more explosions...). The crew of Space Station One were about to leave, but then someone looked out a window and realised that there was a Munar eclipse happening so their pod would run out of power long before it got back to Kerbin. They waited for a while until they could leave and go home without running out of power and dying from either hypothermia or CO2 poisoning as the heaters and scrubbers cut out from lack of power. In other news, Gilly Precursor arrived in orbit of Gilly where it serve as a relay for the foreseeable future. It has a substantial quantity of extra supplies on board, but these won't be necessary for several years as the Gilly Base hasn't even left Kerbin yet. With a small Kerbin satellite contract completed, the bank balance is looking very healthy indeed. Science data continues to trickle in from the scanner satellites around many planets and moons as well as the surface bases on the Mun and Minmus. The next upgrade will probably be for R&D, but at over 4.2 million funds it's still a long way off. Full album here: https://imgur.com/a/bwJgDP0 What's next? The next node is 40 days away, so plenty time for some Kerbin SOI shenanigans - Space Station One is worth quite a bit and has enough fuel to make it back to some semblance of a Kerbin orbit, though some aerobraking may be necessary. Once back in LKO it could be disassembled or have some parachutes and heat shields stuck on it before being deorbited and recovered. There's also plenty of money for a second new station to be deployed around Minmus.
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I'm thinking of running this one mostly/only using hydrolox and methalox engines- Cryo Engines, obviously, but with the addition of a patch that turns some stock engines into hydrolox and a second patch that I wrote myself to duplicate all hydrolox engines as methalox variants (based on the same ISP changes that were included in the NFLV methalox and Cryo Engines LFO patches). There's also a patch that allows the MK-33 to run hydrolox (hopefully the proper release won't have as many problems as I had last time around) and I'll also include the patch to make the stock and Restock+ NTRs use hydrogen for fuel. Ooh, and the Interstellar Endurance mod with JadeofMaar's reconfig for the longest distance missions which also has a hydrogen fuel patch. While it's really powerful, it's also right at the end of the tech tree and I can't really use it for anything other than Interstellar missions. There are a couple of important things to agree on with a science mode race- the science multiplier used and additional science experiments from mods. I'd prefer no extra science experiments from mods and a fairly low multiplier of 50% (or maybe less) otherwise it's too easy to complete the tech tree.
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KSP just stop working
jimmymcgoochie replied to MCexpert2011's topic in KSP1 Technical Support (PC, unmodded installs)
I should probably have mentioned that- AppData is a hidden folder, you need to enable 'show hidden' to see it. You can also paste C:/users/your-username/AppData/LocalLow/Squad/Kerbal Space Program directly into windows explorer (with 'your-username' replaced with your real PC username, obviously) and it should take you to that folder. -
Built a new space station and lobbed it at the Mun to do science and stuff. Since the old station is no longer needed (all the science experiments keep vanishing for some reason ) I started to bring the crew of the old station back to Kerbin. PSA: if you have life support that requires power to operate, DO NOT try a Mun to Kerbin return when the Mun is being eclipsed. Bad things will happen to the crew, including (but not limited to) CO2 poisoning, hypothermia and having to peel the lids off those little coffee (sorry, koffee) machine pods and consume the contents like shots. Fortunately for that particular crew, the game crashed because I accidentally clicked KSP.exe instead of KSP.log resulting in the game trying to open twice- never a good idea!- and the previous save is from before they undock from the station.
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Grannus and GPP_Secondary might be close enough for you. On its own Grannus is a red dwarf within reasonably close range of the stock solar system; GPP is a larger star system and Grannus ends up orbiting that too. If you find some good solar systems that are too far away, just edit their configs to move the stars closer to the Sun and reduce the flight times between them.
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Best version of the game for mods?
jimmymcgoochie replied to Phobos Anomaly's topic in KSP1 Mods Discussions
1.10.1- all the latest game features, but not all mods are updated to include those changes (e.g. to the drag system to allow open-ended fairings). Some of the very newest mods are listed as only compatible with 1.10.x, though they may work in earlier versions too; sticking to the latest version of the game and mods means you get the latest and greatest additions at the expense of a potentially smaller selection. Also has a few annoying bugs in it. 1.9.1- nearly as many core features as the latest release but has been out for far longer so more mods are compatible; expect some occasional issues when using the very latest versions of some mods which are intended for use in 1.10.x but on the whole it should work without (m)any problems. Also has a couple of minor bugs in it, but some mods exist to correct these (e.g. fuel transfer issues). 1.8.1- a bit older again, still keeps the most useful new features and parts (on the fly part action assigning/changing) but does without some recent additions (ultra terrain shaders and some performance improvements). Generally anything that works in 1.9.1 will work in 1.8.1 and vice versa and 1.8.x to 1.10.x mods are largely inter compatible, but exceptions exist with the conspicuous example of Kopernicus which is version locked; parts and planet packs tend to be OK if you use them in different versions but if something breaks it’s that much harder to find the cause and solution. 1.7.3- the last release on the old Unity system, meaning that many mods that include scripts or code that run in-game had to be changed between 1.7.3 and 1.8’s release. Supports many older mods and those which haven't been updated in a long time but newer versions of mods for 1.8 and later have a high chance of not working. Also does without a lot of the newest features and performance can be worse too, but if you’re using old mods this might be your best bet.