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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. Anything compatible with 1.12.3 will also work just fine with 1.12.4 (except that one mod that fixed the tutorials because 1.12.4 also fixed those) so you can safely ignore that warning. Re. planet packs, there are many to choose from: If you want to change the stock system around a bit without adding anything new (minimal impact on memory/performance) then try out the Snarkiverse (100% not sponsored by the forum member above!): If you want to add more planets to the stock system but leave the stock system (almost) unchanged, something like Outer Planets Mod (OPM) might fit the bill: If you want a totally new star system to explore, there are plenty of options there too: Beyond Home, made by the same modder who created Parallax (this particular link is a forked version with Parallax 2.0 support) https://github.com/ballisticfox/BeyondHomePlanetMod Galileo's Planet Pack and Grannus Expansion Pack, both made by the same modder and designed to work together with configs so that either system can be the starting system, or used apart. If you fancy something a bit more challenging, try a larger-scale system. Some (e.g. JNSQ) are built at a larger scale while others including the stock system can be scaled up using Sigma Dimensions and Rescale (can't find the links for up-to-date versions of those, but I know they exist somewhere!) Of course, you don't have to try a new system to have fun- try a community challenge or doing something different e.g. a 100% reusable space program, add a life support mod or a tech tree reorganiser... The options are limitless and there are plenty of things to discover in the stock system.
  2. There's a small DLC button just under the big green PLAY button when you click KSP in your Steam library, and a larger bit on the right hand side further down. If Steam doesn't think you bought them, maybe they're still there on a credit card/bank statement and/or you still have the confirmation email you got when you bought them? Steam support could be your best bet in that case.
  3. Back up your save(s) - KSP/saves/<your save name>, copy and paste to desktop - then uninstall and reinstall KSP and see if that fixed it. If you got KSP via Steam, verify the game files (right click KSP in Steam > properties > local files) to make sure everything has downloaded properly.
  4. Contracts can be glitchy like that sometimes- I've had a contract for landing on an asteroid complete when I docked to a space station and crewed interplanetary mission contracts complete just by going up to orbit and back down. Take the free money!
  5. I think they're going to remake the original Star Wars films eventually, probably with Ewan MacGregor and Hayden Christiansen reprising their roles like they did in the Obi-Wan spinoff. (Also Harrison Ford still plays Han Solo and nobody says anything)
  6. The Moon is tidally locked to Earth, meaning it rotates on its axis at the same speed as it orbits the Earth. The near side of the Moon always faces Earth, the far side always faces away. This also means there's a side of the Moon that always faces "forwards" (i.e. prograde) relative to the Moon's orbit around the Earth, and a side that faces "backwards" (i.e. retrograde). Land on the retrograde side and you'll be pointing the right way to escape the Moon's gravity and return to Earth in a straight line.
  7. The Jupiter probe needs to change its orbit at apoapsis where orbital velocity is low enough that ~100m/s can make a noticeable difference, not at periapsis where it’s barely a drop in the bucket. 500x500km!? If you’re going to launch to that altitude do 500x150 and then circularise at apoapsis, otherwise ascent guidance will try to do it all in one burn and run out of fuel by being inefficient. Oh look, unreliable engine is unreliable, again… Use a proper engine like the AJ10-advanced or LMAE instead, those actually work.
  8. No calculations necessary, just land on the trailing side of the Moon so that when you launch straight up it will send the return capsule out of the Moon’s SOI and onto a return trajectory. Add about 25% extra delta-V to compensate for gravity losses and use KCT’s simulation mode and the KSP set position cheat to test it out to make sure it works before building it.
  9. Put the finishing touches on a new Moon base design, then noticed I had already created an objectively better Moon base, albeit nearly twice the price and using the largest launch rocket I currently have. A proper comparison is in order to decide which one I actually build, but that’s for another day.
  10. Not sure I understand? Payload to Minmus plus rocketry gubbins to get it to Minmus, launched inside the payload bay of an SSTO spaceplane, fly up, yeet the payload out to do the Minmus bit, return spaceplane to runway and recover. Which is exactly what the Space Shuttle did when launching satellites and even interplanetary probes, with the only exception bring that the Shuttle wasn’t an SSTO. I didn’t say that was the best way of doing things (as the Space Shuttle proved in various ways) but since the OP was talking about SSTO spaceplanes I kept with that idea.
  11. Single stage to orbit spaceplanes are hard. Single stage to orbit spaceplanes that can go elsewhere afterwards are hard2 because wings etc. are dead weight in space, adding fuel for space usually means adding fuel tanks externally which adds drag in the atmosphere, atmospheric engines are useless in space and vice versa (the RAPIER is the only exception but it’s a mediocre vacuum engine)… It’s possible, but you need to put a lot of time and effort into optimising the design. If you’re set on the idea of an SSTO to take payloads to orbit, why not just build a conventional rocket stage to do the trip to Minmus and then put that inside the spaceplane’s cargo hold? The plane can do the orbit-and-back bit that it’s best at and the upper stage can do the rest without lugging a whole plane along for the ride.
  12. I tend to stick with the simple method of a) stapling a load of relay dishes to one probe, b) parking it in something vaguely resembling an orbit of the target body and then c) just hoping that it'll be in position for future missions to use. I've done perfectly spaced relay constellations with millisecond-synchronised orbits; yes, they're good for ensuring you always have coverage no matter where you are, but it's also a bit of a faff to set it all up properly and most of the time I just stick a big enough antenna on each craft that it doesn't need a relay, with a couple of tactically positioned heavy relays in high orbits of e.g. Jool, Duna and Eve to bounce the signals along if the planets aren't aligned right to reach Kerbin directly.
  13. While you seem to have fixed your current problem, I’d strongly recommend that you don’t install mods in the Steam copy of KSP as this often leads to the mods bring corrupted and the game failing to load. It’s easy to solve that problem though: Right click KSP in Steam library > browse local files. 2. Copy KSP/saves/<your save name> and paste that on the desktop. 3. If you used CKAN to install your mods (and you should!), click File > export modpack and save that to your desktop too. Screenshot your GameData folder with mods installed (even if you use CKAN) so you can check that you’ve reinstalled them all later. 4. Uninstall all mods from KSP. 5. Right click KSP in Steam library > properties, disable Steam cloud. 6. Completely uninstall KSP through Steam. 7. Reinstall KSP through Steam, right click > Properties > local files > verify integrity of game files. If you want to play a version other than the current release (1.12.4), pick that version in the Betas tab and verify the files once Steam has installed that version. 8. Run KSP and make sure it loads properly without mods. 9. Browse local files again, then go up one level (to Steam/steamapps/common) and copy the Kerbal Space Program directory, then paste it where you want to keep it- make sure it’s outside Steam’s folders so it can’t meddle with it in future. 10. Rename the KSP folder so you know what mods you’re using in it (e.g. 1.10.1 RO/RP-1, 1.12.3 JNSQ), then add this new copy to CKAN and use the modpack created in step 3 to reinstall all your mods; or reinstall them by hand if you don’t use CKAN. Double-check that all files and folders you had in GameData before uninstalling/reinstalling everything are there again, if not then you’re probably missing some mods. 11. Move your saves from your desktop into your new KSP copy’s saves folder, run KSP, load save. A warning about vessels having missing parts is usually because a mod is missing or wasn’t installed correctly. You can make as many copies of KSP as you want, have several copies on different versions and with different sets of mods in each- CKAN makes this much easier to keep track of, but it’s still possible to do it all yourself. If you don't want the launcher, delete KSP/PDLauncher and run the game from KSP.exe instead.
  14. Open the KSP folder (Steam > right click KSP > browse local files). Delete the PDLauncher folder. Right click KSP.exe and create a shortcut. Use the new shortcut to launch KSP; Steam won’t work as it’ll try to run the (broken) launcher, which you just deleted in step 2.
  15. Try Minmus first- it’s trivially easy to land there, even a Kerbal with an EVA pack can land from orbit, but the inclined and slightly eccentric(?) orbit of Kerbin makes it good practice for interplanetary journeys which are all inclined relative to Kerbin: flying from Kerbin to Minmus, and between Minmus and the Mun, will give you plenty of opportunities to get to grips with the mechanics of interplanetary transfers without needing much fuel to do so or waiting around for years for the transfer window to open. Minmus is also an ideal place to gather a lot of easy science and also to set up a mining base to make fuel, which makes things a lot easier in the long term as you don’t need to launch all that heavy fuel from Kerbin on a huge and expensive rocket if you can lob it down from Minmus instead.
  16. Rotate the wheels so they’re facing directly down instead of at an angle, KSP wheels only produce traction on the bottom and not the entire tyre. With that fixed, you’ll need to flip the probe core as it’s currently upside down- that looks like Restock and not stock part models, so put the side with the OKTO2 label facing forwards and the right way up- and then set the control point to forward and click ‘control from here’. Assuming it’ll let you move that probe core, which it won’t if it’s the root part; in that case stick the wheels “upside down” on the top of it and flip the whole rover over so the probe core is the right way up.
  17. It’s entirely possible to do a Munar free return trajectory, but it requires the trans-Munar burn to be a bit longer and at a slightly different time. Try adding an extra 5m/s prograde to the burn and moving the node around until you get the right periapsis, then repeat the process until the return trajectory comes back to Kerbin and not off into deep space. Free return trajectories will always produce a retrograde orbit around the Mun so keep that in mind as well.
  18. Parachutes will auto-cut if you’re on the ground and moving at less than 0.5m/s I believe, so your options are a) land at an angle so you never slow down that much until the booster is lying flat on the ground, b) beef up your landing legs and/or shift the centre of mass down so it doesn’t tip over, c) use a mod that overrides parachutes e.g. RealChute, or d) stick some powerful RCS thrusters on the top to force it to not fall over.
  19. What started as a simple project to replace one engine on one launch rocket became a sprawling fleet-wide upgrade program with all my launch rockets getting the latest and greatest engines along with improvements in other systems and small but noticeable increases in payload capacity. I also somehow ended up making my largest rocket even larger, with a 33% increase in total mass yielding a 33% increase in payload to orbit; not sure about the price, but I’d imagine went from how much!? to how many kidneys do you really need anyway? By the end of it all, what was supposed to be a minor upgrade on a contract-farming satellite launcher ended up producing a completely new rocket that was 20% more expensive, 40 tons heavier- and more than double the payload capacity.
  20. Did you throttle up? Liquid fuelled engines are throttle controlled and won’t produce any thrust unless you tell them to- press Z for full thrust, X for no thrust and shift/control for more gradual control e.g. for landing.
  21. If using CKAN, deselect it in your mod list and click apply. If installed manually, delete it from the KSP/GameData folder, along with anything else that came with it (whatever was inside the .zip you downloaded, with the exception of ModuleManager if you have other mods as they’ll almost certainly need that).
  22. When you decouple something that only has stage 0 and it isn’t the root part, you usually have to add an empty stage 1 before staging or it doesn’t work. Just use the “fine tune closest approach” mode in MechJeb maneuver manoeuvre planner to fix an inaccurate transfer burn. It’s often more efficient to launch to a different LAN than the Moon for an interplanetary transfer, use the Transfer Window Planner fork on CKAN and you could save a lot of delta-V.
  23. Geosynchronous Earth orbit is 23h 56m 9s I believe, so just match your orbital period to that and you’ll be fine. Geostationary contracts (at least in RP-1 when I did them) tend to be pretty lenient when it comes to matching the longitude so as long as you’re vaguely in the right place it should be enough.
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