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Everything posted by jimmymcgoochie
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[1.12.x] Near Future Technologies (September 6)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
Sorry to be such a pain, but I've found a problem in NFSolar. The NIV-30 and NIV-45 static curved panels are behaving very badly when I try to move them, they will repeatedly snap to the completely wrong position when I so much as touch one of the movement arrows and if I move them along one axis then try to move them in another they move back to where they were before. Very annoying as I can't re-position them once placed, I've tried with the snap to position thing on and off and the same thing happens. KSP 1.8.1, NFSolar 1.2.0 and no other panels seem to be affected, just the curved ones. I might try and replicate in a clean install later with no other mods. -
Can't get a Mun encounter
jimmymcgoochie replied to bobjohnson6's topic in KSP1 Technical Support (PC, modded installs)
If you're on Tracking Station level 1, it doesn't show you patched conics on the map, so you'll only ever see your trajectory relative to whatever body you're actually orbiting at the time. TS level 2 shows you patched conics and I think it also allows you to target planets and moons, so setting up a transfer should be easier. Sandbox games have everything at level 3 but career will start at level 1, which may explain why you're having some trouble. If you want to do it the old fashioned way, in stock KSP one 'month' is 4 Kerbin days and a typical transfer out to the Mun takes 1 day. By the application of "sums"TM you'll need to time your transfer burn exactly 90 degrees in front of the Mun; or, to put it another way, if you're pointing prograde and the Mun is directly in front of you, BURN! Just try not to crash straight into it... MechJeb has a maneuver planner feature that can automatically set up Hohmann transfers, although it will set up the transfer to travel straight to the Mun and crash into it- you'll need to tweak the burn slightly to avoid that. It will also execute the burn for you if you want. Useful, yes; cheating? Possibly, but that's what computers are made for! Alternatively, the Astrogator mod can also set up transfers to moons in the same planet's SOI and other planets orbiting the Sun -
I've come across an issue like this before, the solution I found was to click and hold on the target part for about a second, then let go the mouse button and click it again normally; most of the time, that does the trick. If that doesn't work, abort the transfer and try again with the mouse hold thing and it should work that time. If not, repeat until either the stupid Kerbal moves where you want it to go, or do an EVA and move them outside the ship instead, if that's possible.
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Apparently the nyan cats are coming from Module Manager, it's some kind of easter egg due to 22 February being Cat Day in Japan or something like that That got me too this morning, usually those appear when Kopernicus has a compatibility issue. They might well be a red herring. Have you added/updated/removed any mods recently? Are you using the same PC/console you usually do? What mods and versions of those mods are you using, and what version of KSP? Were there any error messages on the load screen? There isn't a lot of information to work with here, if you can reply with a list of mods and versions and your KSP version that would be helpful. If you're playing through Steam then there's a good chance that you got updated to KSP v1.9 as it released a few days ago- unless you explicitly set it to a different version through the 'Betas' option in Steam. Unfortunately a lot of mods aren't compatible with v1.9 and will break in a variety of ways, often with error messages when loading the game, and this could be the cause of your problem. If KSP in your Steam library doesn't have a version after it in square brackets e.g. Kerbal Space Program [1.8.1], then you're on v1.9 and odds are that's what broke it. The good news is you can revert to an older KSP version easily through Steam- right click KSP then click 'Properties'. A new window will open with some tabs at the top, click 'Betas' then in the drop down menu that says 'None- opt out of all betas' just pick the version you want e.g. 1.8.1 and it will reinstall the relevant files without touching any mods or save games (although it's a good idea to back them up anyway). As Snark already said, check the logs for error messages, then try removing mods until you find one that's responsible (and make sure you save a copy of your savegame before you do as removing mods usually leads to spacecraft being erased when the parts they contain disappear). If all else fails, you can try completely reinstalling KSP and then dropping the mods and saved games back in.
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[1.12.x] Near Future Technologies (September 6)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
Patch seems to work as expected, the values I've changed are correctly applied to the RCS parts too. Thanks @Streetwind -
[1.12.x] Near Future Technologies (September 6)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
Patch copy+pasted, I'll give it a try now. Thanks for the quick turnaround. And apparently that was my 100th post too -
I think there's a problem with the patch to make OctoSat science parts work for contracts that require science parts on a vessel, in that it seems to make the OctoSat parts the ONLY science parts that are allowed in the contracts. The contracts specifically ask for the OctoSat parts rather than just asking for e.g. a thermometer or mystery goo canister, and as far as I can tell stock parts don't fulfil the contract requirements.
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adapters from all sizes to all sizes
jimmymcgoochie replied to zeilden's topic in KSP1 Suggestions & Development Discussion
I'm not entirely sure what you're asking for- do you want a set of parts that have the top end fixed at a specific size e.g. 1.25m but the bottom end variable to any size at all, from 0.625m to 3.75m? I don't really see the value in something like that, as there are enough stack adapters already in the game that make steps from one size to another. If you're wanting a procedural adapter, take a look at the Procedural Parts mod which is entirely configurable to whatever sizes you want, although the build process is considerably different to stock KSP so may take some getting used to. If you don't want a procedural part, try Missing History for some useful additions to Making History (and it turns the FL-A10 into a fuel tank which is useful for smaller rockets); Near Future Launch Vehicles for some oversized rocket parts in 5m and 7.5m sizes, which also contain engine adapters that also double as stack adapters; and ReStock+ adds some extra adapters in the 1.25m-1.875m-2.5m brackets too (and also makes most of Missing History redundant as of ReStock+ v1.0). Is there something in particular that you don't like about the stock stack adapters? -
[1.12.x] Near Future Technologies (September 6)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
Now that's service! On a patch-related note: I just downloaded the latest NF Solar and found the different cell types, which is an interesting new feature I'll have to investigate. Is there any chance that a patch could be added that adds that cell switching to non-NFSolar panels e.g. stock, or from other mods? Kerbal Atomics has a patch that switches non-KA nuclear engines to run on liquid hydrogen so there is some precedent. -
On several occasions recently I've seen a load of little nyan cats scampering around on the load screen doing some orbits of each other. It first happened when I tried to load a Kopernicus-based game in KSP 1.8.1 before Kopernicus worked in 1.8, but today it's happened twice in two different KSP instances both on 1.8.1 and one of them had minimal mods installed (and Kopernicus wasn't one of them). Anyone know where they're coming from?
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[1.12.x] Near Future Technologies (September 6)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
I noticed that the patch that adjusts engine power use/thrust/ISP in NFPropulsion doesn't affect the RCS parts, is that intended and/or something you plan to add? -
Tracking Station Evolved does exactly what you're asking for- filter by body (planets and moons of those planets) and by type (rover, probe etc.) and sort by name, how long ago it was launched and it also sorts by time to the next maneuver node too. Incredibly useful, and one of a number of "I can't believe it's not stock" features that should hopefully be a stock feature in KSP2 whenever that comes along.
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What strategy do you take in a career game?
jimmymcgoochie replied to peewee69's topic in KSP1 Discussion
I tend to build a small number of crafts e.g. one satellite, one rover etc. and then upgrade the designs as I unlock the newer tech. I have one specific satellite that can easily have extra stuff bolted to it for those satellite missions, and a range of launch rockets for various sizes of payloads. They're not 'reusable' in the sense that they can be flown back and landed at KSC, but the Stage Recovery mod and some parachutes do the job well enough (you can get 90% or more of the parts cost back for each launch which makes a massive difference early in a career) so I've never really tried a launch and land type booster. I don't do much 'infrastructure' stuff like creating planetary fuel stations and such, the biggest base I ever built was a combined lab and mining setup on the Mun and the mining was partly for a contract and partly to make fuel for the lab's return. Of course I chose to try and assemble the thing vertically when it was already landed on the surface rather than in space before landing, so it wasn't entirely intact when completed... -
I loaded up KSP 1.9 to see those shiny new textures and- What in the world happened to the terrain around KSC!? At low settings it looks horribly grainy and pixellated. It looks great at high/ultra levels though, even if flying around on Kerbin at ultra settings produces a noticeable ripple spreading out from your POV where the terrain is going into maximum detail. Did that horrible bug with the terrain introduced in v1.8.1 (i.e. the one that crashed the game pretty much every time you load anything landed on the Mun/Minmus and on one occasion recently forced me to do the terrible hold-power-button-until-PC-goes-off because it literally crashed my PC) get removed? I really hope so! I also hope that whatever is making the game run at half speed or even less every time I launch even a relatively simple rocket or plane or fly anywhere near terrain is fixed as this is a major annoyance in v1.8.1- even with all the terrain settings turned down and graphics settings much lower than I had in v1.7.3 with an identical save game and mod list.
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Wow . How many weeks did it take to make that?
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[1.12.x] Near Future Technologies (September 6)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
There's a bug with the PLTO buses, the cap is 90 degrees offset from the sides like so: https://imgur.com/kKWp9DV (I couldn't get the image to display in the post itself, hopefully the link works) Using NFE 1.0.4 and KSP 1.8.1 -
Good to see this mod is still going! Any chance that the version(s) on CKAN can be updated as well when the new version comes out? CKAN currently lists 16.1 as compatible with KSP 1.4.3 when I've used it extensively in KSP 1.7.3 with no problems, and it forms an important part of a career game I have going. That new probe core looks pretty big when compared to the other parts (antennas etc) in those images, and absolutely HUGE compared to Barquetta! Just floating a suggestion- any chance you can make a really really small cube-sat type probe, roughly the size of the cubic octagonal strut? There don't seem to be very many cube-sats in KSP and they would be ideal for sticking onto larger vessels then detaching at a destination to use as extra relays.
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I've used this mod in both KSP versions 1.7.3 and 1.8.1 and it works fine in both- don't let the thread title and CKAN listing fool you. Just read a news article about SSTL getting a contract for a communications satellite around the Moon; I'm hoping that will make it into KSP. Are there plans for any more satellites to be added to this mod and/or probes plus? Maybe the two could be combined? Since this seems to be the official SSTL mod thread, I have a bit of feedback about it: The satellite has a serious power problem- it uses a lot of power compared to most other KSP probes, even when in hibernate mode, and the solar panels aren't really up to the job. When I tried to use it with SCANsat as a biome mapper, it ran out of power after 30 seconds. Sticking additional solar panels onto it makes it work but looks ugly, and bodging the part files to give it more power feels like cheating to me. (Yeah right- I bodged the part files. A lot. And not just for this mod by any stretch of the imagination!) The engine is also very feeble even by the standards of ion engines, and drains the batteries even faster.
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[1.12.5] Restock - Revamping KSP's art (August 28)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
@garwel I think the Poodle is too large to fit inside a 1.875m shroud because of the nozzles, and if I remember correctly it doesn't actually say it's a 1.875m variant, only a 'compact' one. All the other rockets with size variants do change their shroud sizes to fit, both in the stock game and ReStocked. On the topic of shrouds- the 'Caravel' engine has permanent shrouds when I pick the 1.25m variant, even though the 'Skiff' which uses the same model doesn't and all other size variants are OK. Orange and white shrouded variants are affected and there is no option to jettison the shroud in flight. Any chance of an insulated variant of the modular girder hub, and end caps on the modular girders? The end caps aren't a big deal (they just look a bit odd) but the lack of an insulated version of the girder hub seems like an oversight as it really sticks out when used with the other girders. -
Got an exception when opening CKAN v1.27.0 for a KSP 1.8.1 instance: ************** Exception Text ************** System.ArgumentOutOfRangeException: InvalidArgument=Value of '2' is not valid for 'index'. Parameter name: index at System.Windows.Forms.TabControl.GetTabPage(Int32 index) at System.Windows.Forms.TabControl.TabPageCollection.get_Item(Int32 index) at CKAN.ThemedTabControl.OnDrawItem(DrawItemEventArgs e) at System.Windows.Forms.TabControl.WmReflectDrawItem(Message& m) at System.Windows.Forms.TabControl.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) It let me continue and seems to be working correctly but it 'uninstalled' module manager and deployable engines plugin- I say 'uninstalled' because they're still there and it says they're still installed if I try to add them. Bit odd...
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[1.12.x] The 0.35m SSR MicroSat and Airlaunch Vehicle
jimmymcgoochie replied to linuxgurugamer's topic in KSP1 Mod Releases
Any chance of an adapter part to go from the square SSR to 0.625m? There's a decoupler-adaptor to fit the teeny ion tanks but not one to go larger. I've also noticed that the scanner doodah doesn't rotate correctly in 1.8.1, it makes one revolution then stops and when I switched it off again it rotated backwards to its starting position. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
jimmymcgoochie replied to Galileo's topic in KSP1 Mod Releases
I was about to post about how the Lindor rings didn't work, but then I managed to find them by pointing the camera at Lindor then shifting the viewpoint until they suddenly appeared. Wow, those things are hard to spot- incredibly thin and only visible at short distances/high zoom, I was expecting them to be more prominent. (maybe they're actually present in v1.7.3 as well and I never managed to find them?) Also- well done for updating to 1.8.1! I'm very happy to see the compatibility as my list of 'incompatible' mods that CKAN complains about every time I open the game is drastically shorter, and those new textures are niiiiiiiiiiiiiiice...