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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. I'll give that a go, and report the issue on the KR&D thread. Thanks for the effort, especially as it's another mod causing the issue.
  2. @OhioBob Bingo! Kerbal Research and Development seems to be the culprit. Interestingly, the two work perfectly well in isolation but with both installed the SRBs are always full, maybe because better SRBs changes the amount of solid fuel in the boosters? This is regardless of what upgrades have been added to the booster using KR&D. The always-full fuel gauges muddied the water a bit but this is definitely the cause, remove either one and the problem goes away.
  3. I don't think there's a way to set up your own classes of ships in any mod (that I know of), however you can change them to something that you don't use elsewhere e.g. call them all 'bases' and keep them separate that way. Tracking Station Evolved does a good job of keeping things tidy in the tracking station, you can sort by class (probe, relay etc.), by the body it's orbiting and by launch time and it will also show anything with a maneuver node planned at the top of the list and let you rename/reclassify vessels any time you like. That's a lot faster than going through, loading each one up and then renaming it.
  4. I'm trying to get to the bottom of this, as SRBs are definitely not working correctly in a pretty heavily modded instance of KSP 1.8.1 and always end up full of solid fuel, even the stock ones, but I can't pin down what is causing it to happen. Example- the thumper SRB has 1290 fuel capacity, I set it to half full (645) but it still has 1290 on the launch pad. This isn't happening on a separate, clean install with no mods in it, so something somewhere is interfering. I've started with the minimum number of mods (better SRBs, module manager) and am slowly adding stuff in until I find the cause. This could take a while...
  5. No matter how much solid fuel I set boosters to have in the VAB, they always end up full on the launchpad. Stock, Restock+ and RLA reborn SRBs all affected, version 1.2.0 in KSP 1.8.1, with or without B9 part switch for the fuel grains. Setting a booster to 0 fuel works but any other value will end up as full on the pad. Tested on a clean KSP 1.8.1 install with nothing but better SRBs, module manager and RLA reborn (to check if stock and/or mod SRBs were affected).
  6. As of Restock+ v1.0 and above, substantial overlap- Restock+ includes 1.875m versions of almost all the parts included in Missing History (probe core, reaction wheel, battery, SRB etc.) and I'm fairly sure that with both MH and Restock+ you end up with two Pugs and two Valiants in different places on the tech tree. Personally, I use the Restock versions as they're consistent with each other for the most part whereas MH parts are built around the stock part appearances so look out of place with everything else Restock-ified. However, some parts from MH aren't found anywhere else- the 1.25m engine plate and the 2.5-1.875m short tank and the part tweaks for cheetah (that dangling node annoyed me too) and the FL-A10 conversion into a fuel tank (surprisingly brilliant for small rockets)- and so I kept those parts. If you're not using Restock, use Missing History in its entirety; if you are using Restock, Restock+ will cover most of the bases but MH still has a few unique things to offer. Near Future mods have almost no overlap with MH, but Kerbal Atomics adds a 0.625m nuclear engine as well with pretty good stats- KA uses liquid hydrogen for nuclear engines and will switch most other nuclear engines to use it too, but this can be disabled with a patch that switches KA to use liquid fuel instead with reduced ISP.
  7. Missing modules won't stop the load, it will just show an error. It will probably give you a warning about 'unknown part modules' in the VAB/SPH or launchpad/runway dialogue boxes, but they'll work the same as they do if you've never had the missing mod installed at all. Examples include FAR, texture changes without the required switcher e.g. firespitter installed and so on. They will usually load the game files in and then make their changes, so without the mod the game will still load the parts as they were. Some exceptions are modded parts that have requirements e.g. some science parts will use the DMModuleScienceAnimateGeneric plugin to produce animations like deploying/retracting, so removing this plugin can cause the parts to stop working and they simply become dead weight.
  8. You're entering the Mun's sphere of influence so will accelerate towards it in a textbook gravity slingshot. The Mun is moving relative to Kerbin and your rocket is moving relative to the Mun, so by the time you come out the other side of the Mun's SOI, you've been accelerated relative to Kerbin. If you flew 'behind' the Mun then you'll be accelerated relative to Kerbin and if you went 'ahead' then you'll probably end up with a more elongated orbit with a lower periapsis; if you went in at an angle relative to the Mun's orbit e.g. from the 'top' or 'bottom' then you'll be accelerated in the opposite direction leading to a big increase in inclination. Generally speaking, larger bodies have larger and more powerful gravity wells, so flying by Gilly will barely affect your speed relative to Eve, but a slingshot around Jool will hurl you clean out of the solar system if you're not careful. Gravity slingshots are how the Voyager probes managed to visit the entire Solar system without needing vast quantities of fuel. Unfortunately it's very difficult to use them to your advantage in KSP.
  9. Remove a mod with parts, and everything that contained parts from that mod (in flight or in the VAB/SPH) will disappear. The in-flight ones will be gone forever and if you save the game then add the mod back, they will NOT come back! If you re-add the mod later the VAB/SPH versions will work again without any problems, as long as you have all the required parts installed it doesn't care where they come from.
  10. Minmus is actually easier to get to and from than the Mun despite its inclined orbit, as the delta-V required to reach it is not much higher than for the Mun but its orbital and escape velocities are much lower and the gravity is substantially less. If you're planning to send a crew of more than one at a time, you're going to need to start using larger parts and realistically you need to build a ship in orbit in order to make crewed trips to other planets which will require 2.5m and most likely 3.75m stages on your launch rockets. Probes/landers/rovers might get away with not using anything larger than 1.25m though. If you're a fan of smaller parts and probes, you could try using the RLA Reborn mod which has a multitude of half-sized (0.625m) parts including fuel tanks of varying sizes, engines and reaction wheels; it also gives you some souped-up versions of the stock probe cores OKTO, HECS and QBE with better stats. There are also some nice small parts in ReStock+ and there's also OctoSat which unlocks later on the tech tree but contains a lot of part options to create your own modular satellites, and fits on top of a 1.25m stack. I think KNES has a lot of different sized parts from 0.3125m to 1.25m in various increments, although the sheer number might be a bit overwhelming and since they're modelled on real rockets the stats might not be particularly good for some/many of them (I don't use it myself but have tried it out). And if you like doing probe missions, look up ProbesPlus which has replicas of many real missions including Voyager, Cassini-Huygens and Mariner probes. Building small rockets means you can only carry small payloads but there's something very satisfying about turning a QBE core into a science lander and parking it on Duna, or putting a relay satellite into orbit of the Mun using only 0.625m parts and for under 9000 funds (and that's something, considering I did it using JNSQ which makes the planets nearly 3 times bigger and roughly doubles the delta-V needed to get anywhere). Back to the original question... Building bigger inevitably runs into the problem of diminishing returns- to get more range you need more fuel, which adds weight, which means you need more thrust, so your engine needs more power, but that needs more fuel, which adds more weight, etc. etc. It's a bit like how long-haul flights use a third of their fuel just to carry the rest of the fuel, but considerably worse because rockets are inherently less efficient than air-breathing jets and need to carry their oxygen with them too. One way around this is to use strap-on boosters, whether that's solid fuel boosters ore just more liquid-fuelled stacks stuck on the side; in the latter case use fuel ducts to funnel fuel from the boosters to the central rocket to drain the boosters first, leaving you with a full tank in the middle once the boosters empty. For SRBs, sticking some extra fuel tanks on the top and setting the decouplers to enable crossfeed also gives you additional range , and I always do that when using SRBs. A 1.25m stack with three or four solid boosters on the first stage should be able to get into orbit of Duna or possibly Eve in the stock solar system, if you use the NERV engine on your top stage and are willing to try aerobraking to eke out your fuel when slowing down into orbit at the other end, but going further afield will probably require larger parts. 2.5m parts are recommended for interplanetary missions if you're not planning to come back, and 3.75m parts are required if you're launching 2.5m stuff into orbit e.g. to build a space station or Mun base. Crewed missions always require larger parts to be used due to their larger size and weight and the necessity to carry enough fuel to return to Kerbin at the end of it (hopefully you aren't abandoning your poor Kerbonauts on other planets!). Launching something like a research lab into orbit will probably require a 3.75m first stage, possibly with extra boosters, followed by a 2.5m second stage and if necessary a third stage for docking the lab to a space station/ship under construction. One last piece of advice- put parachutes on your lower stages and boosters and use the Stage Recovery mod, it will return most of the dry cost of each launch which is especially effective when you're launching large rockets. Why would you not want to get money for the parts that would otherwise just fall into the ocean and be destroyed?
  11. I also had this issue, and it turns out the most recent version of TST (v7.10) is only compatible with KSP 1.9/.1 and NOT with any other version. Mistake in the version file of the mod flags it as 1.7-1.9 compatible so CKAN will say it's compatible. Roll back to v7.9 and everything works correctly.
  12. If you're in KSP v1.8/1.8.1 and have the terrain settings turned up to maximum, it can cause a graphics crash- the rest of the game carries on as if nothing is wrong, but the graphics completely freeze and stop responding. The only way to escape is to forcibly close the game (alt+f4, force quit, end process etc.) and then turn the terrain graphics down at least one notch. That fixed the problem for me completely, before doing that I was having those crashes about 90% of the time I switched to anything on Minmus, either immediately or after looking/driving around a bit, and more often than not on the Mun too. If you're in KSP v1.9/1.9.1, try that fix anyway- it might help. I thought there was a fix for this issue in 1.9 but I haven't really looked at 1.9 yet due to a long list of incompatible mods. Don't change the terrain detail setting at the top of the list, that's a completely different thing that will actually change the shape of the terrain and often results in your rovers etc. ending up underground, to their explosive detriment. The one you want is in the list under the overall graphics and texture settings.
  13. Nothing screams phishing like a random link with no accompanying text, no context and a nonsensical header... If I got an email like that it would be going straight in the spam folder and promptly deleted.
  14. If this is about KSP interstellar extended, may I suggest posting this in the KSP interstellar extended thread? KSPIE is a hefty mod with lots of complex features so you might find the answer you're looking for in one of the guides or in the mod thread itself if others have asked the same question before.
  15. SCAN might fit some of what you want, it makes pretty maps of planets/moons but you have to put the kit in orbit and leave it for a while. Useful to find good landing sites with level flat ground, mining areas with high resource concentrations etc. Currently only works up to KSP 1.8(.1) though You might also be interested in Nehemia Engineering Orbital Science, although it hasn't been updated beyond KSP 1.7.3 and I haven't actually tried it myself as it depends on other mods that I don't want (KIS for one).
  16. Part configs can be put together pretty easily, usually by using an existing config as a template and changing the relevant values. Basing it off an existing part also means it will re-use the model and texture files that already exist, saving you the time and effort of making your own. Creating a completely new part from scratch is a lot more work and requires both a model (a .mu file), which you'll need some kind of modelling software to create, and a texture ( a .dds file) which gets 'painted' onto the model, which you'll need some kind of image creation/manipulation software to create. There will be guides for both these things within the 'Add-on Development' section of the forums. If you want to create a .dll add-on, then I hope you know how to code in C#!
  17. That's not what the version file says, and that's probably why CKAN flagged it as an update. I'll stick to v7.9 then
  18. I'm getting a big screed of null reference exceptions when trying to use a deep space telescope, using v7.10 in KSP 1.8.1 which is also using JNSQ. The telescope will open, but the GUI is never displayed and the telescope doesn't close again. Specific situation where the bug occurred is using a deep space telescope in solar orbit in JNSQ 0.9.0 in KSP 1.8.1 with TST v7.10, logs below: I'm not entirely sure that the first exception is relevant, but directly after that there are about a hundred NREs from TST so I've included it anyway. Rolling back to v7.9 completely resolved the issue, no errors in the logs and the telescopes operate as normal, which to me says v7.10 is broken in some way.
  19. Let's start with some basics, like- what game version? Any mods, specifically those that would affect re-entry heating e.g. FAR or deadly re-entry? What planet, and what version of the planet (stock, rescaled etc.)? What size of heat shield and how much ablator? What re-entry heating settings are you using within KSP itself? I'm going to have a guess and say you're trying to bring your craft down on Kerbin itself, in which case the terrier is dead weight because it can't function in an atmosphere and parachutes alone will suffice. Service bays are very heat-resistant so stick the probe and any other gubbins either inside or on top; fairings are also quite heat-tolerant if you stick a heat shield directly below them to take the brunt of the energy and can protect the contents before being ditched when you need to deploy your parachutes. If you're trying to land on either Eve or Laythe, the terrier won't help you much either and chutes alone will do the job; if you're trying to land on Duna, then the air is so thin that you can barely use drogue chutes and the terrier will work at near 100% efficiency, but you'll never get enough heat to burn up. And if you're trying to "land" on Jool, then prepare to say goodbye to your probe as it slowly sinks into oblivion...
  20. Well, I finally managed to get some workers by digging around in the code until I found where a barracks was (apparently there are 3 in JNSQ's configs for 3 separate bases). Turns out, they can't be transferred between bases- workers hired at (for example) the C. Yeager base's astronaut complex (barracks) can't go anywhere else, like the KK businesses in KSC Extended. I'm going to try it out in a fresh KSP instance without any other mods installed to eliminate interference from anything else. UPDATE: well, apparently stock Kerbal Konstructs, KSC Extended and Tundra's Space Centre don't actually provide any way to hire workers at all.
  21. As others have said already, CKAN is probably the best place to start if you're going to dip your toe into mods. It's pretty straight forward to use (once you get the hang of it- I didn't the first time I tried, but have since come around to it) and will deal with all the versions/dependencies/conflicts and also suggest additional mods based on what you're installing (e.g. the Near Future mods all recommend each other, real solar system recommends a load of realism mods etc.) If you want to do mods manually, either because you don't like CKAN or because there are mods you can't get through CKAN- one example is Soundtrack Editor which requires files to be added outside of GameData so can't be done by CKAN- you can try either SpaceDock (https://spacedock.info/kerbal-space-program) or CurseForge (https://www.curseforge.com/kerbal/ksp-mods) which between them should contain pretty much every mod you could possibly want. It's a lot harder to do things completely manually as versions of different mods get released and you have to go and download/install them yourself plus different versions of mods work in different versions of KSP. Regardless of how you install the mod, once it's added you can easily remove parts you don't want, edit the ones you do, even delete entire features of the mod e.g. get rid of the antenna feeds system from Near Future Exploration- I did that because it clashes with other comms-related mods I have installed but like the other parts. Editing mods can help you understand how the game works and appreciate the time and effort that went into them, but if you install a different version of the mod your changes will very likely be lost so keep a copy of anything you change outside your game files. As you're playing on Steam (judging by the screenshots) it's always a good idea to copy the game files from Steam/steamapps/common to another location and then mod that copied version, leaving the Steam one clean and allowing it to update without causing any issues. You can also download other versions of the game by right-clicking KSP and clicking Properties, then the Betas tab and changing the drop-down menu from 'None' to the version you want. A good number of mods haven't been updated to support KSP 1.9 yet so rolling back to 1.8.1 will give you most of the features of 1.9 but with far greater mod support; going back further may cause some newer mods to not be supported at all but there are those on the forums who believe earlier versions were better (cue argument about which one was the best, fisticuffs, food being thrown etc.); try them for yourself and decide for yourself. Each time you change versions through Steam, make a copy of the game files and keep them somewhere else- you can not only keep different versions of the game on the same PC, you can keep multiple copies of each version with different mods in them, and CKAN can keep up with them all and install the mods you want for each different game instance independently. A few mod recommendations from me: - EVE and scatterer make planets look pretty with blue skies and clouds. It makes a big difference, and shouldn't impact performance too much; if they do, turn the settings down a bit or drop the game settings down a notch. For the stock system, look up Astronomer's Visual Pack to make the planets even prettier. - Strategia completely redesigns the strategy system and actually makes career mode better by adding a better sense of progression as you move from simple Mun probes to interplanetary expeditions. - ReStock gives the stock parts a new coat of paint, with ReStock+ adding some additional parts that the stock game doesn't have as well as clones of some Making History engines. A lot of work on ReStock was done by the same person who made the Near Future mods so the solar panels in Near Future Solar and ReStock look very similar, as do the gold/silver variants of probe cores in NF exploration and ReStock. - Near Future mods, if you're done dabbling with pure stock and want more options. There are several different Near Future mods out there and each does one specific thing- Propulsion adds high-end engines which are very efficient but power-hungry, Solar adds lots of solar panel options with a huge range of sizes, Electrical adds nuclear reactors (you'll need those to use the engines in Propulsion), Launch Vehicles adds 5m and 7.5m fuel tanks for huge launch rockets plus some engines that can be switched to burn liquid methane instead of liquid fuel. Related but separate are Cryo Engines (run on liquid hydrogen), Kerbal Atomics (nuclear engines, also run on liquid hydrogen), Cryo Tanks to hold that liquid hydrogen (and liquid methane) and Station Parts Expansion (a whole lot of space station parts which includes inflatable and deployable rotating rings). You might not need them all, but they can all tie in with each other and offer a pretty comprehensive set of options for doing almost anything. - Planetary Base Systems for making surface bases. The best part about them is the detachable rover wheels that can be mounted on the sides of each module so you can land, drive to the rest of the base and dock it together with very few issues. It has deployable habitation parts, a greenhouse that can tie in with life support mods, research labs and even mining equipment and (with NF electrical also installed) a nuclear reactor to power it all. - Missing History- if you have the Making History DLC this mod adds some extra parts for it like reaction wheels and batteries, although ReStock+ adds similar parts as well in more recent versions. The one thing you should definitely get it for is the conversion of the FL-A10 adapter into a fuel tank, a must have for small rockets and probes; delete the rest if you don't need it but keep that. - OctoSat for modular probes, unlocks a bit later in the tech tree but is well worth getting for the sheer versatility it allows. It contains versions of almost every part in the game- solar panels, fuel tanks, engines, reaction wheels, probe cores, RCS, science parts, you name it- and yet is small enough to stick on a 1.25m stack, has some powerful communications parts and can even be used as a lander, although you might break the solar panels doing that. - Gravity Turn, because launching rockets into orbit can be tricky but this will make it as simple as pressing 'Launch' and it does the rest for you. It makes launches much more efficient and will improve with successive launches of the same rocket to use minimal delta-V getting to orbit and leave more fuel for going places afterwards, or a larger payload capacity if you want. - Stage Recovery recovers discarded stages, as long as you have enough parachutes on them. It can also recover entire vessels and land using thrust, and automatically refunds you based on adjustable parameters for speed, distance from KSC and likelihood of burning up on re-entry. Early in a career game, being able to get 90% or more of the dry mass from your lower stages makes a HUGE difference, and it helps later in the game too. - MechJeb can automate almost anything- planning and executing maneuvers, docking, landing, plane autopilot and much more besides. Some say it's cheating, but it takes a lot of the guesswork out of planning long distance missions and requires no extra parts as it adds directly to any and every command part* including from mods. (*that I've seen, at any rate) For planet packs, Kopernicus, the solar system modification mod, isn't 1.9 compatible and only recently became 1.8 compatible so for any planet pack you need to use KSP v1.8.1 or earlier. The Outer Planets mod adds additional outer system gas giant systems that resemble the real solar system but at Kerbal scale (which is about 1/10th the scale of the real solar system) and Dwarf Planets Plus adds some additional small planets at varying ranges. XPC revived builds on the stock system by adding some additional moons and does a small amount of shuffling, with compatibility provided for outer planets to put the additional moons for Eeloo around Plock instead because OPM moves the real Eeloo to be a moon of Saturn analog Sarnus. There is also the Grannus expansion pack which adds a second solar system around the star Grannus. A variant exists that makes that the primary star instead of Kerbol aka the Sun, but stick to the basic version and you should be able to use it with OPM/XPC/DPP without any problems. If you want something a bit more challenging, try JNSQ which redesigns the stock planets at 2.7x scale (around 1/4 real scale) and adds some extras. The rescale is significantly more difficult than stock, as orbital velocity on Kerbin increases from 2200m/s to 3800m/s and delta-V increases to get anywhere, so it's probably best to play through with the stock scale stuff first, but if you want a more difficult game then go for it; there is support for a rescaled GEP and an artistic upgrade called Ad Astra, however Ad Astra isn't 1.8 compatible yet so you'll have to use KSP 1.7.3 or earlier to use that. Kopernicus, the solar system modification mod, isn't 1.9 compatible and only recently became 1.8 compatible so for any planet pack you need to use KSP v1.8.1 or earlier. I don't recommend going for the real solar system or realism mods until you have a lot of experience at smaller scales, and if you're going to use a life support mod I'd suggest using Snacks to gain experience using a simple life support system before moving on to something more complex like TACLS or Kerbalism.
  22. Maybe I'm just missing something really obvious, but I can't get any of the Kerbal Konstructs facilities to work: the fuel tanks seem to exist only to make all my reputation vanish completely (I didn't even know you could get -1000) and none of the facilities that require workers are working because there are no workers. The fuel tanks thing is mildly annoying, but I never had any need of it, but the lack of workers is a bit more of a problem as those facilities could be a useful source of funds and science. I remember there being a button in a previous version of KK (for KSP 1.7.3 I think?) that spawned worker Kerbals, but they broke crew assignment when launching vessels so I never looked into it much. Now I can't find any way to create workers at all and regular Kerbals from the Astronaut Complex can't be assigned in their place. Currently using KK v11.8.1.15 in KSC 1.8.1 with the latest versions of JNSQ, KSCE and Tundra's Space Center installed- they all use KK in some way so maybe one of them is responsible?
  23. I tried out v1.9 shortly after it came out with maximum terrain graphics on, there was a noticeable ripple across the ground where the graphics seemed to be switching to the highest definition as I flew a plane across Kerbin. It's possibly the game trying to improve performance by only loading the best textures when you're close and making do with lower quality textures further away. Maybe it was fixed in 1.9.1, but I haven't tried that yet due to a long list of currently incompatible mods.
  24. There's a mod for that too, called KSP Resonant Orbit Calculator. It does exactly what it says in the name, and I think it works with planet packs too e.g. JNSQ or real solar system. Alternatively there's a resonant orbit option in MechJeb, or if you're absolutely against using any form of computer assistance, you can do it yourself: 1- Launch your payload into orbit. Works best with several satellites on one rocket, use the interstage nodes option on fairings to stack them up inside the same fairing and remember you'll need engines and decouplers for each satellite; set the decouplers to minimum force to release the satellites gently. The number of satellites is n; remember that for later. 2- Once you're in orbit at the desired inclination, boost outwards until your apoapsis is at synchronous orbit height. This varies depending on what planet you're orbiting, but for stock Kerbin it's 2863.33km or so. 3- When you reach apoapsis, burn prograde until your orbital period is n-1/n of 6 hours; for a set of 3 satellites, this would be 2/3 of 6 hours = 4 hours, for a set of 4, 3/4 = 4.5 hours, etc. Once complete, IMMEDIATELY release the first satellite and burn prograde until the orbital period reaches 6 hours exactly. 4- Switch back to the deployment ship, go around one orbit until you reach apoapsis again. Deploy the second satellite and burn prograde until its orbital period is 6 hours. 5- Repeat until you run out of satellites, then point retrograde a bit before or after apoapsis and burn until you run out of fuel or periapsis goes below about 45km. If you run out of fuel, the rocket will be safely out of the way of your satellites, and if you get the periapsis down low enough it will hit the atmosphere and either burn up or deorbit. It's always a good idea to get rid of unwanted debris or spent rockets if you can, they can affect the game's performance if you let them build up. A number of planets and moons can have geostationary orbits, here's a simple guide: https://steamcommunity.com/sharedfiles/filedetails/?id=627744131
  25. Depending on the settings you use for the DSN, it's actually quite common to find blind spots on Kerbin even with all the extra ground stations enabled. It's an incentive to put some communications satellites up there, which you'll probably need to do for the Mun and Minmus too and definitely need to do for other planets. A few relays in a Keosynchronous orbit (orbiting every 6 hours so they stay at the same longitude) inclined anywhere from 0 to 45 degrees and a couple doing Molniya orbits (or Kolniya, as they're known in KSC) with very high inclination and eccentricity to cover high latitudes both north and south should be enough to cover pretty much every point on or above Kerbin for most of the time.
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