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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. Try pushing the periapsis into Kerbin's atmosphere to aerobrake and get some 'free' delta-V. You may need to unhook the capture craft and either grab on to the back of the asteroid or fly outside the atmosphere then catch up again to avoid burning up.
  2. Turn the physics warp up as far as I can without the whole ship either folding in on itself and exploding or tearing itself apart, then leave that running on mute and fire up the next episode of [insert TV box set here] on another device entirely- I don't do anything else with the PC to avoid running out of RAM (I regularly hit 97% use with over 10GB from KSP and many mods)- and let MechJeb's maneuver execution thing throttle back at the other end. Then I plot the correction burn to fix the trajectory that the hideously long burn made a mess of, and possibly a correction burn for the correction burn after that. And if you think 20 minutes is bad, I once had a nearly 3 HOUR burn which took almost an entire day as the game was running at 1/4 speed and I was going to OPM Neidon with an efficient but low thrust plasma thruster (and I didn't know you could physics warp under acceleration back then).
  3. For communicating with probes around Minmus you should always include an antenna: even a basic Communotron 16/16S has many times the range of the feeble built-in probe antenna and will communicate directly with ground stations, and for relays a single RA-2 is more than sufficient within Kerbin’s SOI. An RA-100 is massive overkill and should really be used when travelling out past Duna.
  4. I would suggest you don’t uninstall planet packs if you have anything orbiting and especially don’t open the save game or things can get ugly. You can just copy the entire KSP directory and create a second version, remove the mods from that and test your plane on Kerbin before copying the craft file into the modded version and using it.
  5. Each release of the core game is accompanied by updates to the two DLCs as well. If you’re on Steam (I’m guessing you are?) and have selected v1.7.3 then it should download the right versions of the DLCs for your version, I’ve got copies of KSP on versions 1.7.3, 1.8.1, 1.9.1 and 1.10 on my PC, all with the DLCs and each got the right version of the DLCs when I downloaded that version. If you have any problems, try copying your save games somewhere safe (outside steam’s control); update to 1.10 and the DLCs should update as well; then re-select 1.7.3 and it should download the core game and DLCs again; then put your save files back in and fire it up.
  6. First of all, please don’t dump stack traces and error logs into forum posts as they are a real pain to scroll through especially on mobiles/tablets. Share the files using a file sharing site instead. Secondly, why are you trying to run such an old and outdated version of KSP? Try a newer version and see if that works (e.g. 1.9.1 or 1.7.3).
  7. It’s a known issue in 1.10, it has been raised as a bug and (most likely) fixed in 1.10.1 whenever that gets released.
  8. Grab a comet. Cheat it into Kerbin orbit. Hack gravity to make it dip into the atmosphere. Watch it shatter into many pieces and turn the entire sky white, raining multi-kiloton chunks across entire continents and giving Kerbin an illusory comet tail for a few days/weeks until they all crash or splash down. If anyone thinks they can redirect a 500 kiloton class H comet, I’d be glad to know how!
  9. The Rosetta mission is much simpler if you just do a direct transfer and try to meet up at or near the comet’s apoapsis. As long as you get close (within about 500,000km) you can match velocities and then intercept as it drops back towards periapsis, which also means the tail will appear and make it easier to see when it drops inside Duna’s orbit.
  10. I use radially attached drop tanks for a lot of interplanetary stuff, it's more efficient to drop the empty tanks and shed the extra weight than to use one huge tank and hauling it around the whole time. It really helps when you get into the realms of rescaled solar systems- I'm playing with JNSQ (2.7x rescale) and the delta-V requirements are considerably higher than the stock system so strapping extra tanks on makes a lot of sense. However I don't bother with fuel ducts or extra engines on vacuum stages, just setting the decouplers to stage at different times and enabling crossfeed on them is enough (nuclear engines are expensive!). The only time I ever used true asparagus staging was when I built a rocket to launch a 1000 ton payload into space, and with an orbital velocity of 3800m/s that required over 100 meganewtons of thrust on the launchpad with a TWR of about 1.3!
  11. Can you find the log files called KSP.txt and Player.txt (or Player.log), upload them to a file sharing site then post links to them here please? (DO NOT copy and paste the files into the forums! It's ugly and really hard to work with especially on mobile devices.) KSP.txt is inside the KSP folder but Player.txt/.log varies depending on your OS and version of KSP- if you're on windows 10 and using KSP 1.8 or later, try looking in C:/users/your user/AppData/LocalLow/Squad/Kerbal Space Program. AppData is a hidden folder so you may need to enable 'show hidden folders' to see it; if it isn't there, try just searching through all your files to find it, which will take longer but should make it show up. Player.txt has much more information than KSP.txt so is more useful for finding out why/how things broke.
  12. If you bought the game today, then why are you on KSP version 1.4.3? I would expect you to be on either 1.9.1 or 1.10(.0) unless you've deliberately downloaded the much older version 1.4.3. I also see ModuleManager and a VR mod in that log (plus some other acronyms I don't recognise) so this should probably be in 'Modded Installs'
  13. So, @Just Jim, while we're on the topic of cliffhangers and follow ups/sequels... Emiko Station 2 pleeeeeeeeeeeeeease???
  14. 1- the same thing that happens to any two ships that clip into each other: many explosions and flying parts. Park them far away from each other (50 metres or so should do it) and they won’t clip at all. 2- No. Just land far away, it has an operational range of a couple of kilometres so land a couple of hundred metres away and you’ll be fine.
  15. It doesn't solve the problem, true, but only because it bypasses the problem entirely. Unless your base components decide to wander by a couple of kilometres and get out of physics range of each other, and I've never seen that happen before.
  16. @leatherneck6017 any progress on switching the trail/sparks off individually?
  17. I'm having a lot of performance issues using SCANsat 20.1 in KSP 1.8.1 with JNSQ: time warping in the tracking station is noticeably slower when multiple scans are being done to more than one planet/moon at once and the zoom map is phenomenally slow to load, causes the entire game to freeze and/or crash and the BG scatter markers are less clear than they used to be (I distinctly remember them having black outlines before). I think the zoom map is actually causing my entire PC to freeze when it's trying to load as it goes completely unresponsive for several seconds. There are no errors in the logs so I can't tell what might be causing this. Previous versions of SCANsat (with and without JNSQ) did load the zoom map slowly but they could still load the entire map in the time that I'm seeing the first two stripes appear at the bottom and I could zoom in beyond 20x without the game crashing.
  18. Blech, a 7 year old necro and I didn't even notice... If it wasn't for that thread from 2012 that someone resurrected last month, this would probably be my all time record.
  19. I suggest using Simple Logistics, it allows you to share resources between nearby landed vessels rather than having to dock them to each other. Fuel mining operations are vastly simplified by not having to actually connect everything up and you can land, transfer fuel and take off again in mere seconds. It's easy to use, has a low memory footprint (both hard drive and RAM) and does the job, what more could you want from a mod?
  20. That's not actually a solution, as while the wheels further back will increase the angle of attack needed to hit the tail on the ground it also reduces the pivot force that the elevators can exert while on the ground and makes taking off harder, plus it doesn't do anything at all about the tail hitting the ground on landing. Better to add a small wheel or two on the tail to mimic the anti tail strike devices on real airliners, which won't affect the rotation on takeoff but will still protect against tail strikes on landing.
  21. Nobody seems to have mentioned reducing the front wheel friction yet, so I will. With advanced tweakables on, reduce the friction on the front wheel so that it's about 0.5, this can greatly improve plane behaviour on the runway as often the front wheel will produce too much friction and can make the plane start to pivot around it due to the thrust being at the back. You should also never use the wheel steering when trying to take off unless you're going slowly (<15m/s or so) or the plane will become very unstable and could clip a wingtip on the ground or tip over entirely.
  22. Try uninstalling and reinstalling ModuleManager first. Make sure you're using the right version of it for your version of KSP- for KSP 1.8 and later you should be on MM 4.1.3 but for KSP 1.4 to 1.7.3 you should use MM 4.0.3 instead, they're mutually incompatible due to a change in the Unity engine used by KSP that was introduced in 1.8 and broke a whole lotta mods. You should also delete the four module manager files inside GameData (not the plugin itself but the files it generates: ModuleManager.ConfigCache, ModuleManager.ConfigSHA, ModuleManager.Physics and ModuleManager.TechTree) and let it generate those files again. If the problem persists after trying that, check the log files- KSP.log is inside the KSP directory itself but provides limited information, Player.log/Player.txt provides a lot more detail but can be harder to track down as it depends on your KSP version and operating system (if you're on Windows and running a fairly recent version of KSP you'll probably find it at C:/users/your user name/AppData/LocalLow/Squad/Kerbal Space Program- AppData is a hidden folder so enable 'show hidden' to find it). You should also check the logs in Logs/ModuleManager inside the KSP folder itself to see what MM is complaining about.
  23. Inside the KSP directory there's a folder called saves. Inside that there are a number of folders and one of those will have the same name as your save game (you can check the name by pressing escape in flight, the name of the save is displayed on the pause menu; alternatively you can see it when you open the game up and select 'resume saved'). Open that folder, copy the file called persistent.sfs and rename it to something else (e.g. edited.sfs). Open up the new file (edited.sfs) in a text editor- notepad can work if the file is fairly small but something like notepad++ or VScode is better as they can deal with larger files and do more edit-y things- and press Ctrl+F to do a search. Search for either KERBAL (all caps) or 'name = Jebediah Kerman' (without the quote marks, I added those to make it clearer that you should search for the whole thing) and find the section that says this: Scroll down a bit to find the parameter 'state', this will be something like state = Dead or state = KIA. (I'm not sure exactly what it will say as I don't have any dead Kerbals in my current save game) Change the state to Available (state = Available, capital A is important!) and save the changes to the file. In KSP, click 'Load save' and then pick the edited file (edited.sfs in this example) and load it up. Jeb should now appear in the Astronaut Complex as available to be assigned and you should be able to put him in a plane/rocket as normal.
  24. KSP.log is only mildly helpful as it doesn't record that much detail. Try to find Player.log/Player.txt, it has much more information in it and is a lot more useful for finding the cause of a crash.
  25. Are you playing in sandbox mode? It probably won't work in that mode as science is irrelevant. For science/career modes, make sure you have all the dependencies and are on the right versions- try uninstalling and reinstalling it. If that doesn't help check the in-game settings for the mod, maybe you need to change some of those. CKAN doesn't have everything, some by choice and some by necessity, but it has the majority of mods on it and has version and dependency controls so you don't have to find the right versions and all the dependencies yourself.
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