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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. Open the KSP folder and go into saves/(your save name)/backups, grab the file called persistent_(most recent date and time stamp), copy that into saves /(your save name). Rename persistent.sfs to persistent-broken.sfs or something similar, rename the backup file you copied over to persistent.sfs and try to load that. You may lose a bit of progress but it should be able to load OK.
  2. That’s not how orbital mechanics works, at all. In fact to travel to Eve you have to move slower than Kerbin to drop your perihelion down towards Eve’s orbit. Take a screenshot once the transfer burn is complete and another when this glitch occurs, upload them to a file sharing site (e.g. imgur) and post them here using the “insert image from URL” button in the bottom right of the text box.
  3. People complaining that the Vector is OP is pretty ironic, since the real life equivalent (the RS-25 aka SSME aka the Space Shuttle engine) is one of the most OP rocket engines ever made and is a late-game engine in KSPwhereas the Reliant is more like an early ethalox/kerolox ballistic missile engine and has the performance- and lack of gimbals- to match. KSP2’s Reliant is a booster engine, emphasising thrust over efficiency, whereas the Swivel will be the more rounded sustainer engine for use in core stages, potentially with Reliant-powered boosters. The Vector is considerably more advanced than either and suggesting that it’s in any way equivalent to the Reliant is completely missing the point from both a historical and gameplay progression perspective. The Vector is not for rockets, it’s a space shuttle engine and should be treated as such.
  4. I’d say there’s a phantom force in the transfer stage due to part clipping of some kind, try rebuilding the transfer stage from scratch and avoid clipping as much as possible- if that doesn’t help then try rebuilding the probe. Ceres and Vesta have fairly similar orbits, the transfer windows line up by coincidence in the 60s and 70s. You can set patched conics up to 6 patches in the main menu settings - I’ve had Kerbol > Jool > Tylo > Jool > Vall > Jool > Laythe all shown at once. I think there are ways to push it even higher with mods, though more patches = more computation required so it can make the game slower.
  5. Introducing a brand new concept that will revolutionise space exploration, keep the science rolling in and- OK, fine, we stapled some wheels to a probe core. Happy now, spoilsport? The mission to Iota went as planned, with a landing site just beside a very large canyon chosen as it offers the greatest potential for having several biomes in close proximity. Is any part of Iota flat? Following a bit of flying around with the remnants of the landing stage and a bit of driving around after that, the Iota Probes strategy was completed and a good haul of science transmitted. There were plans to add a Bon Voyage autopilot module to the rover, but it wasn't ready in time for this mission so this rover will remain parked at the bottom of a deep canyon. Following the success of Iota-bound missions, the next logical step is to head to Gael's second moon Ceti. Oh, Relay? 3 was launched to do just that. Upon reaching Ceti, first impressions are that it's every bit as wrinkled as Iota but much uglier: It's not so bad at a distance, though, which is good news as the team at Mission Control managed to stop retching long enough to send the commands up for a circularisation burn. With some high-tech scanning satellites under construction in the VAB, there was just enough space left in the VAB to put together a replacement for the old Tourist Knocker-Outer which delivered all the fun for a fraction of the funds. The Mk2 uses a cluster of seven smaller solid rockets, tuned for maximum thrust. Fully reusable, lands back on the pad, tourist rendered unconscious in less than 5 seconds; what more could you ask for? Next up, those scanning satellites- but not before the VAB and launchpad were upgraded to allow much bigger and heavier rockets to be built! Scanners were sent to polar orbit of Gael and towards both moons, though for some reason the transfer to Ceti will take just three days whereas the one to Iota will take 11 even though Iota is closer than Ceti... Meanwhile, a new rover design requires field testing on Gael before deploying it elsewhere- but the GSC is on an island surrounded by water surrounded by mountains and sheer cliffs. Logically, the solution is just to stick the rover on a boat and ferry it to land, but why do that when you can use a rocket? The very next launch was even smaller than that, yet it made it all the way to orbit: Wow! A probe core with a docking port! How amazing! Said nobody, and they're right- on its own this probe is really boring. However, the second half of this mission, Duplex 1, is the star of this show: the first mission with two crew on board and the first to attempt an orbital rendezvous and docking. Launching from a launchsite at nearly 9 degrees latitude does present some difficulties for getting the right inclination though, especially when the technology required to launch into the same orbital plane doesn't exist yet. Fortunately, the probe still had ample fuel left and was able to fix this discrepancy. Pilot Poody took the controls and guided Duplex 1 in closer, lined up and then docked successfully. And that's pretty much all this mission was meant to do. Time to go home, then. Are you two still in orbit? If it were Galileo piloting this mission he'd probably try something like this saying "finders keepers", but it's Poody and she usually follows the procedures to the letter so it's a bit odd that she didn't undock the- Hmm? What do you mean, 'the mission manual has a page missing'? Whoever was in charge of checking the mission manual is in serious trouble now, Poody's on the warpath and she did NOT look happy! And finally, right on schedule the Ceti scanner arrived and parked itself in a polar orbit. Even these rudimentary maps will be invaluable for the future missions that will land on the surface, allowing a much more precise system than the "that looks like a big canyon, there'll be lots of biomes there" used for the Iota rover. In other news, the research department are complaining loudly that their three portakabins and a garden shed with a hole in the roof for a telescope are no longer enough, and that bigger and better facilities will need to be built in order to allow bigger and better technologies to be researched and developed. Their list of "required facilities" is many things, but the one word that sums it up more than anything is "expensive" and after upgrading the VAB and launchpad the GSC administration is operating on a shoestring budget so this might take a while. Maybe we can do a charity fundraiser, auction off some old rocket parts or something?
  6. Behold, the Tourist Knocker-Outer Mk2! As cheap as possible, shortest flight time possible, lands back on the pad for 100% recovery rates, glowing reviews from the (slightly wobbly-kneed) passengers, job done.
  7. Remembering Dres but forgetting Eeloo? That’s a new one… The other planets are most likely on the other side, still hidden by rock.
  8. Back by popular demand, it's Name That Speck! It's... *drumroll* Ceres! And since this is the probe with the transfer stage that failed, a flyby is all that it'll get. Better luck next time I hope. Meanwhile, Green Basalt 1 touched down on the Moon mostly as planned: The engine exploded a bit, but the rover itself is unscathed and can begin its science mission. Lessons learnt from this one will go into improving the two others awaiting their own launches. After a launch that wasn't screenshotted because I forgot, Purple Tangent Neptune was dispatched on its 30-something year trip to the outermost planet. It's 1969 now so this probe will be arriving in the new millennium. Coming soon: Rockets and stuff? I've barely looked at this save this month so I really can't remember.
  9. That was a change to the launcher, not KSP itself.
  10. So you put a Science Jr, a part famously bad at withstanding heat, on the bottom of your re-entry section with a heatshield of equal diameter, left the SAS off so said Science Jr got exposed to re-entry heat, and thought that would actually work? You pressed F4 and disabled showing other vessels, press F4 again to switch it back on.
  11. Alt+L locks staging so you can't accidentally space bar something critical away, just remember to turn it off again when you actually want to space bar something away.
  12. I’ve had similarly inept docking attempts from MechJeb, it often seems incapable of working with weak RCS The mod you’re looking for is TAC fuel balancer, definitely worth getting.
  13. Dispatched a terrain and biome scanning relay satellite to Gael's second moon, Ceti, which despite the considerably longer distance to travel will arrive in just three days whereas the identical probe I sent to the first moon Iota will take almost 12 days to get there? Orbital physics is weird sometimes...
  14. Principia adds n-body physics so Eeloo could theoretically get captured by Jool, but applying n-body physics to Kerbol system results in Vall either crashing into Tylo or being ejected from Jool orbit entirely within only a few orbits, while Bop gets destabilised and eventually leaves as well though on a much longer time scale. In contrast, Eeloo seems pretty stable and doesn’t really go anywhere. See this and this
  15. RSS is usually used with Realism Overhaul (RO) with Realistic Progression 1 (RP-1) for career mode, trying to do so without them will probably lead to some weird behaviours and stock parts will be woefully inadequate at the scale of real Earth. There’s an option in CKAN called the RP-1 Express Install which gets everything you need for an RP-1 career game and installs it all for you., try that?
  16. Gravity assists are your only option. Plonk down a quicksave first, then set up a node as close as possible to your vessel and tweak the trajectory so you get an encounter with Tylo; use the fine adjust tool in the bottom left corner to fine-tune the encounter so that Tylo’s gravity slows you down relative to Jool, possibly even into orbit, though with a fairly high-energy transfer like that it’s unlikely to be enough on its own. A retrograde burn at Tylo periapsis will be more effective than doing it around Jool and all you really need to do is capture into any orbit so you can come back down for future gravity assists from Tylo and/or Laythe to bring your apoapsis down so that Laythe capture is cheaper. Done properly, a gravity assist can enable a Jool capture and a visit to any and all of the inner three moons without using any fuel at all: (This is a slightly altered Jool system but the three main moons are all in the same places)
  17. Having completed a few lunar impactor missions, the logical next step is to trim down that lunar impactor to be as light as possible, strap some solid motors on it and tweak the fuel levels so it's just right to capture into orbit. This went well enough over a few simulations that two of them are now on the build queue. But first, launching two payloads in one go: This required a bit of fiddling to get both "satellites" into the required orbit- which with a very strict 0.004 eccentricity limit, no guidance and fairly high TWR was far from easy. But after more reloads than I'm prepared to admit... Contract, and Program, completed. There's a bit of funding left in the Program for now and I'm in no hurry to start something else as lunar orbit will be top of the agenda next. But before orbiting, one last lunar impactor is ready to go. Another successful mission. With the communications network Program having paid out all its funding, it's time to pick a new one. In for a penny, in for a pound I say! Never mind the fact that I have zero current astronauts, leaders and contractors that don't favour crewed missions at all and at least half a dozen nodes to research before I get even the most basic orbital capsules, just look at the funding! I'll probably go down the Soviet line this time, since I've already done both real and generic Mercury capsules, lunar Geminis and Apollo and will be doing D-2 in It's Only Rocket Science soon-ish but have never used the Soviet options. Now on to the main event: lunar orbit! It took some finagling of the capture burn, but the probe made it to orbit and is now sending back much science from lunar orbit. Keeping the thing powered will be problematic as the power-hungry transmitter drains the batteries much faster than the puny solar panels can recharge them, but I'm no hurry for the science right now as the labs have a big backlog to work through. One orbit later... I'm not sure what the next Program will be, they'll probably all need a new launch rocket and a bigger Launch Complex- which will need to be human-rated for the crewed orbit stuff- so it'll be an expensive undertaking. I think there's a more advanced lunar probes option which will include sample returns, an advanced satellites one that requires things like Molniya, tundra and geostationary orbits and maybe an early interplanetary one? Next time: Only one rocket left on the build queue right now, another lunar orbiter. After that, who knows?
  18. @Zozaf Kerman pestering the author won’t magically make the next post appear. There’s a lot more to writing than merely typing some words on a page, doubly so when in-game screenshots are required, and any number of reasons why this hasn’t happened to the author’s satisfaction yet.
  19. Do parts fall off? Yes Add MOAR STRUTS No Good to go. Repeat until parts stop falling off.
  20. This is completely wrong. With very few specific exceptions, all KSP mods should be put directly into GameData either by copying the mod's files and folders into GameData or by copying whatever's inside [mod name]/GameData and pasting that into KSP/GameData. Adding extra folders into the mix will break anything that relies on finding files in specific places and the fact that this hasn't caused problems for you yet is most likely just pure luck. I strongly recommend you use CKAN to install your mods for you rather than installing them manually.
  21. Do you have a level 3 VAB? If not, you'll only have limited action groups available. In the VAB editor there are four blue buttons at the top- click the second one which will bring up the action groups list on the left, click Custom1-10, select the part(s) you want to add an action group to and add the relevant actions e.g. toggle engine. You can then activate these in flight with the keys 1234567890 at the top of the keyboard. Why are you putting Thuds and Mammoths on the same stage anyway? I'm struggling to see any circumstances where the Mammoth alone wouldn't provide the thrust and/or gimbal control that adding Thuds would provide, plus the Thud is less efficient and just adds more dead weight.
  22. I think the error message is pretty clear: ModuleManager itself is missing. Screenshot of your GameData folder please, along with the logs- see:
  23. It's probably just a minor mismatch between the Mk1-3 pod's texture (what it looks like) and mesh (what the game perceives as the part's surface). If it really bothers you, use the offset tool (press 2) and move the parts until you're happy with them.
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