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Everything posted by jimmymcgoochie
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Heat Problem
jimmymcgoochie replied to stupid dumb idiot's topic in KSP1 Gameplay Questions and Tutorials
Cheat. Copy a part config for a tiny radiator and set it to radiate away all the heat you want, then hide one or two of them inside your vessel. Problem solved! -
Heat Problem
jimmymcgoochie replied to stupid dumb idiot's topic in KSP1 Gameplay Questions and Tutorials
Yep, that sounds about right. FFT contains fusion and antimatter engines which produce a tremendous amount of waste heat, which has to go somewhere. There’s a reason realistic sci-fi ships have massive radiators on them! -
Hyperbolic orbit issue
jimmymcgoochie replied to dert_7's topic in KSP1 Technical Support (PC, modded installs)
A hyperbolic trajectory is one that leaves the gravity of the p body being orbited. By definition, if you!re leaving Kerbin’s SOI it’s a hyperbolic orbit. I assume this is the stock maneuver tool? I’d suggest using MechJeb instead, it’s a lot better and has many more options. -
Hi the team of KSP
jimmymcgoochie replied to marc67%'s topic in KSP1 Technical Support (PC, modded installs)
Please read the RP-1 tutorials, they contain step by step guides on how to start your first RP-1 career and how all the many different systems work. It’s a steep learning curve, but well worth it- I was dead against trying it at first but now I’ve barely touched stock KSP in four years! -
Help with EVA construction
jimmymcgoochie replied to RoninFrog's topic in KSP1 Gameplay Questions and Tutorials
Copy the save file, then modify the copy to turn the decoupler into a separator and decouple it? There’s also the KML save editor that can modify the root part, but it’s a faff. In both cases use a copy of the save so the original is still recoverable. -
How do I recover a stranded vessel?
jimmymcgoochie replied to trexwyoming379's topic in KSP1 Gameplay Questions and Tutorials
Rendezvous a vessel with a scientist in it to your stranded lander, EVA the scientist, take the data out of the lander with the scientist, return to the vessel they arrived on, store data in the capsule, board, go home. Send a vessel with a Klaw and grab the stranded lander, then bring it back. Send a vessel with an engineer and a spare docking port, go EVA and use EVA construction to weld the docking port to the lander, dock, take lander home. Refly the mission, but put a docking port on the lander this time, delete the stranded one. Take your pick. -
Broken Solar Panel Issue
jimmymcgoochie replied to Qwotty's topic in KSP1 Technical Support (PC, modded installs)
I’ve seen others reporting issues with solar panels and Infinite Discoveries. Try uninstalling that and see if that helps? -
How to optimize KSP?
jimmymcgoochie replied to oleg kerman's topic in KSP1 Technical Support (PC, modded installs)
Terrain rendering is a big one for eating frames. When I played KSP without a GPU a few years ago (because the GPU broke) the performance hit was worst when looking at terrain, so turn the graphics and detail settings for terrain as low as they can go and try to avoid looking at the ground unless necessary. Enable advanced tweakables in the main menu settings and then use autostruts between parts rather than the strut part- I tend to autostrut engines to root and boosters to grandparent for maximum rigidity. Fuel crossfeed can also hurt the physics calculations so try to avoid using lots of fuel tanks feeding lots of engines. -
Build On Grasslands?
jimmymcgoochie replied to Scarecrow71's topic in KSP1 Gameplay Questions and Tutorials
30 parts and 18 tons is plenty to get a small, light probe out to Minmus with relatively low tech parts and then perform several landings in different biomes to max out the science returns. A couple of Oscars and an Ant engine will be more than ample for a small probe, which means the rocket can be smaller and lighter too- my brief test had 3400m/s or so on the probe in LKO from a 16 ton rocket with fuel to spare on the second stage too- oodles for Minmus even with an inefficient launch and transfer. -
How it started: These puny smooth-faces have no weapons! We shall crush them with ease! How it's going: oh no oh no oh nononononononono they're gonna make nukes they're gonna make SO MANY NUKES!!!1!ONE!
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Hypersonic flight
jimmymcgoochie replied to IamKerbal's topic in KSP1 Gameplay Questions and Tutorials
Use Whiplash engines, avoid Mk2 parts as they produce lots of drag, accept that the things that make a good high-speed aircraft (small wings, low profile, low drag) also make a terrible low-speed aircraft (low lift, limited control, high takeoff/landing/stall speeds) so be prepared for some challenging handling characteristics. Or just throw MOAR ENGINES!!!!1! at the problem, that usually fixes it. -
Solar Panels not extending/retracting
jimmymcgoochie replied to okem's topic in KSP1 Technical Support (PC, modded installs)
Screenshots please? -
Parachutes Not Deploying
jimmymcgoochie replied to kspenjoyer1234's topic in KSP1 Gameplay Questions and Tutorials
I'd suggest Stage Recovery for the simplicity of it- slap some parachutes on and it just recovers any dropped stages when they go below the Death ZoneTM (about 25km I think?), easily configurable to get more or less funds back. FMRS tends to be more useful for flyback boosters as it allows you to fly the different parts of the rocket at the same time.- 7 replies
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Is Tundra Exploration actually configured for RO and RP-1? If not, the parts won’t be shown because RO and RP-1 will hide all non-configured parts- this also includes Breaking Ground robotics, and I would recommend removing both DLCs if you’re going to use RO and RP-1 as they can cause issues down the line. I would strongly recommend you uninstall all mods and then use the RP-1 express install on CKAN to get all the mods you need and none you don’t.
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The problem with scaling up is that for many first time players, Kerbin is too big as it is. Very few players make it to orbit, even fewer to the Mun and fewer still land there. Larger planets just mean more delta-V is needed and things take longer to happen. I have no issues with mods that add larger scale systems and I really like JNSQ's 2.7x scale, and I'm heavily into RSS/RO/RP-1 which is about 4x larger still, but that's a choice I made, not something forced by the game. Kerbin's orbital velocity being somewhere around Mach 6-7 makes spaceplanes and SSTOs viable, whereas for Earth orbital velocity is around Mach 23.
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I would suggest more engines and mounting them lower down. A single jet engine so high up is creating a nose down torque which will push you deeper into the water when trying to take off. Moving your wings forwards will give you more lift at the front too, though you will need to be careful to keep it balanced when in flight. A lot of tricks that real seaplanes use to take off (clever hull design, ground effect etc.) don’t work with KSP’s physics, but adding a sizeable angle of incidence on the wings (make the front edge higher than the back edge to produce more lift at low speeds) can help; see the PBY-5 Catalina, for example.
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Save Game Not Opening
jimmymcgoochie replied to MrBeantown's topic in KSP1 Technical Support (PC, modded installs)
Create a new folder inside KSP/saves, copy your save file into the new folder, open the save file in a text editor (I suggest VSCode or Notepad++ but ordinary notepad will do) and rename the save game to be the same as the new folder, then try opening that instead. -
Kerbal Atomics and the Near Future mods were all made by the same person, so yes they definitely work together. What exactly is the issue you’re having? Are you trying to use a Kerbal Atomics nuclear engine but they don’t produce thrust? Make sure you have the correct propellant, Kerbal Atomics engines use liquid hydrogen by default (I think) but there’s a patch to make them use liquid fuel instead which means lower ISP but more dense propellant so smaller tanks and no boiloff issues. They don’t usually need radiators as the heat from the reactor is heating the propellant which gets thrown out the back, though this may have changed since I last checked.
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If backwards time travel were possible in Sci Fi
jimmymcgoochie replied to farmerben's topic in Science & Spaceflight
A few things to consider: What if someone worse came along and took control of 1930s Germany instead and they actually won the war? The socio-economic situation at that time was pretty dire with rampant hyperinflation and so the promise of an economic, social and military comeback appealed to many; that won’t go away just because one person isn’t there, and who knows who else could step in to take the lead? If time travel was possible and you could go back in time and change a historical event, it’s almost certain that you would erase your own existence in the process (and the further back you go the more likely it gets) and so you would never go back in time to change that event, so it would happen anyway. Or alternatively, you might still exist but you wouldn’t know that you needed to go back in time to change the past because it didn’t need changing in your new version of history, so it wouldn’t change and you’re back where you started. You end up with a loop of “x happens > I go back and prevent x > x doesn’t happen > I don’t go back and prevent x > x happens”.