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Everything posted by jimmymcgoochie
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HELP!!!! KSP not launching
jimmymcgoochie replied to randallbarber's topic in KSP1 Technical Support (PC, modded installs)
That's the shortest Player.log I've ever seen, KSP never really gets going before it stops. Check your antivirus isn't blocking KSP from running? Your file path is a bit weird, is this a copy you've made? Where did you get KSP from? -
KSP stops loading at some point.
jimmymcgoochie replied to PalowPower's topic in KSP1 Technical Support (PC, modded installs)
Installing mods in the Steam copy of KSP is A Bad Idea because stuff like this happens. Try this: 1. 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 (1.12.3), 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. -
crew is not trained in ro rp1
jimmymcgoochie replied to Ani_27166343's topic in KSP1 Technical Support (PC, modded installs)
Click the RP-1 icon. Click the "courses" tab. Click "X-1 Proficiency". Click all your available astronauts. Click, uh, "start training"? I can't remember the exact wording of that button and it'd take about 20 minutes to fire up my RP-1 game to find out. Wait for training to complete- there's a button that sets a KCT alarm for it. Repeat steps 1-6 but for "X-1 Mission". Fly plane with trained crew. In a rather abstract way, proficiency training is learning what all the buttons do and when to press them, which takes a long time but only needs to be done once, while mission training is all about the specific tasks being done on that mission, which takes less time but needs to be done for each mission e.g. landing on the Moon or going to a space station to run experiments. You can turn mission training off in the settings so the crew only need proficiency training, but that's an easier option and less realistic. -
Problem with Kopernicus
jimmymcgoochie replied to raceworm's topic in KSP1 Technical Support (PC, modded installs)
Care to share how you fixed it, in case someone else has the same problem in future and could use the same fix? -
I think this is a stock feature, direct connections to the ground are preferred over relayed connections even if the relay gives a stronger signal. I could be completely wrong about that, but I believe I've seen others saying something similar before. As for solving it- CommNet Constellations might be a good bet, it allows you to put different antennae on different frequencies so you could set all your long-range missions to use the same frequency as the big relays and use a different frequency to connect the relays to the ground station(s). I've used it to create planet-specific networks so that I only need a few powerful relays and everything else can use short-range communications systems to save weight, cost, power etc.
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It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
Forgot to post and now I'm a whole imgur album behind and I've forgotten everything! What did I do-? checks screenshots Oh. That. If you've read my last RP-1 career report, you'll know I have a habit of accepting hugely valuable contracts before I have the tech nodes unlocked to actually complete them. Well, this time I've outdone myself: In my defence, it gives me TWENTY YEARS to fulfil this contract as opposed to the ten years for the flyby and orbit contracts for Mars (and Venus) which should be more than enough time to get it done, plus 5.4 million funds up front. Put that together with the funds I already have and it's enough to buy a brand new launchpad with no weight or size limits, several hundred KCT points and pay for the entire fleet of orbital imaging satellites and the relays needed to stream their data back down to the DSN, among other things. After a bit of thinking, I've come to the conclusion that I'm doing this "crewed Moon rover" thing all wrong- why bother with a self-controlled rover when you can literally strap four wheels and a chair to a plank and call it a day? Despite how comical this thing looks, it actually works. With RCS for attitude control and solar panels to give it a modicum of power generation, it's capable of carrying one Kerbal around without too many issues. Besides the top-heavy centre of gravity, of course, but that's where the RCS comes in. A test sim with the baby rover strapped to the side of a crewed Moon lander went mostly according to plan, showing that it wouldn't adversely affect the lander's ability to complete a landing and return to orbit. Probably. But it doesn't like going fast, and especially doesn't like slowing down again. Having about a centimetre of ground clearance will do that. With that design now ready for a proper test, Yellow Marimba 2 is on the build queue to complete numerous contracts. It'll also be the first crewed vessel launched with the newly researched vacuum scrubbers, forever removing the need to carry around lithium hydroxide. One less thing to add to each crewed mission is always good. And then an alarm popped up for Green Banana Mercury, the first flyby probe to visit the innermost planet. Why? Turns out past me had set up a burn that would enable a second Mercury flyby, which will take place about a day after Purple Circle 1 Mercury arrives to try and orbit, or more likely do a really slow flyby as the delta-V required to capture is about 300m/s more than the probe has left. Moving on to the first launch of this update, Green Nectarine is a set of four high-bandwidth relays launching to high Earth orbit to give the upcoming Green Mango orbital imaging satellites the data transfer speeds they need to operate properly. Uh, MechJeb? Why are you pitching over so steeply? 30 degrees pitch at under 20km is not a good idea! (It turned out that the PVG settings got reset by a MechJeb update and the pitch rate was set to 1 degree per second instead of the 0.7 I usually use; one revert later and it worked fine.) The relays were launched to a very high (150Mm) apoapsis at a high inclination, then boosted into a 3/4 resonant orbit so the relays could be evenly spaced to improve coverage. Each relay will do a circularisation burn every five and a bit days and I'll sync their orbital periods as closely as possible so that they don't drift. Final scores: Coming soon: Double Mercury encounters and playing around with some of the many parts I spent several million funds unlocking just because I could... -
Arriving at Mercury, I'm about 300m/s short of capturing into orbit- not a nice orbit, just an orbit; a periapsis-scraping-the-ground, apoapsis-scraping-the-SOI-edge kind of orbit. Unless... Unless I use the remaining RCS propellants in each stage to fire forwards, adding extra thrust and removing extra weight at the same time. 20 minutes of constant burning later and somehow- somehow!- the probe made it into orbit with nothing but fumes left in the tank, using the RCS because the main engines (using the same propellants) couldn't slurp the dregs and gave up.
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I've just tried this (admittedly on a brand new sandbox save, not an existing one) in stock KSP 1.12.3 and toggling the "enable extra groundstations" option in the difficulty settings and accepting that, then clicking apply in the settings menu, works every time both for turning them off and on. Click apply after turning them off and see what happens?
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Problem with Kopernicus
jimmymcgoochie replied to raceworm's topic in KSP1 Technical Support (PC, modded installs)
Yes, please do send logs. It's next to impossible to diagnose issues like this without them- specifically the Kopernicus logs which are separate from the usual game logs, the error message will probably tell you where those are. You can get a list of installed mods from CKAN by clicking File > save installed mod list and then saving the text file it generates. This might help: -
throttle the drills and converters?
jimmymcgoochie replied to fommil's topic in KSP1 Gameplay Questions and Tutorials
I think if you leave it running in the background, it'll do that automatically. Worth a try at least, if it doesn't work you can always load an earlier save. -
Snarkiverse Duna > stock Duna.
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With Gerdorf still recovering from radiation poisoning after the Laythe landing, Meg has recovered from the trip to Tylo and so is going to Vall to complete the Jool system landings. This is where having a space tug with immense delta-V comes in handy- Vall is by far the most lethal place to land on due to the incessant radiation from Jool and the lack of a protective atmosphere like Laythe, so getting in and out as fast as possible is vital to the crew's survival. Even with maximum shielding on the lander can, a lethal dose can be accumulated in under 3 Kerbin days (18 hours). A well-timed transfer with a bit of extra oomph means that Meg arrives at Vall after spending just 6 hours in the Death ZoneTM and so has only 38% radiation exposure. Vall is a strange place: besides the radiation problem, it's the shiniest body in the Kerbol system (besides Kerbol itself, obviously) and the biomes are a bit muddled up, running lowlands-highlands-midlands-peaks in order of altitude. Meg cares about precisely none of this extra information of course, since she's trying to tell if that odd smell is an electrical fire or just ionised particles that were previously part of her body but which have been dislodged by the intense radiation. A quick and simple descent later... Flag planted, surface sampled, time to get out of here. Watch out for the mountains, Meg! A rendezvous within an orbit was followed by what I like to call The Tactical YeetTM which involves pointing away from Jool and expending huge quantities of delta-V to escape the radiation as soon as possible. There was a possibility of a Tylo gravity assist due to the moons' positions, but Meg would have been fried before even entering Tylo's SOI let alone leaving it. Once clear of danger, Meg burned retrograde to shorten her orbit and set up a close approach with Temerity, fine-tuned the distance- and then blew right past the intercept because of a failed engine when starting the burn which she repaired but forgot to turn back on again afterwards. Shut up, Meg, it's either your fault or my fault and I'm the one writing this report, so With that technical problem resolved, a rendezvous and double docking were completed in short order. Only one planet left to visit and that's Duna. The next transfer window is about 220 days away, so 220 days later... With Bop and Pol orbiting Duna in a strange resonant orbit and their SOIs overlapping much of low space around Duna, I opted for a polar orbit instead of equatorial to avoid any unwanted interactions. A small course correction and an EVA by Meg to service key components and discard some empty xenon tanks were carried out during the year-and-a-bit long trip down to Duna. Now captured into polar Duna orbit, Meg and Ger can look forward to three landings in rapid succession and a bit of EVA construction to stick some rudimentary landing legs and parachutes onto the Tylo lander to perform the Duna landing, plus cool views all around and some actual warmth from the sun on their faces after a long stint out at Jool. Flag count so far: 10! Next time: Three landings to pick from and probably some dubious space drifting to reach near-equatorial orbiting moons from a polar orbit.
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RCS not working in docking mode
jimmymcgoochie replied to vossiewulf's topic in KSP1 Gameplay Questions and Tutorials
I think docking mode changes the controls, try docking in normal RCS mode instead? Are the RCS thrusters set to dorsal/ventral, core/aft and port/starboard in their actuation toggles? -
Translucent Parts
jimmymcgoochie replied to Guolin's topic in KSP1 Technical Support (PC, modded installs)
I’ve seen this before, I think it’s a TUFX thing? Try a different profile or uninstalling it entirely. -
Commnet Options not showing up
jimmymcgoochie replied to capybara's topic in KSP1 Technical Support (PC, modded installs)
Did you turn the CommNet display off? There’s a button beside the signal indicators that can toggle what lines are displayed- off, first hop (the thing you’re directly connected to), path (all connections back to a ground station), vessel links (everything the vessel can connect to directly) and network (everything) and the same button can also be found in the tracking station. Do you have CommNet switched on in the difficulty settings? If it’s turned off then you’ll always have a connection but won’t see any signal lines. -
Landed on Vall and got away again with only 78% of a lethal dose of radiation, yay! Meg is currently curled up in her radiation detox unit, staring blankly at the walls and singing some kind of nursery rhyme on a loop in a really creepy way, but being locked in a tiny tin can for many days and landing on a moon so irradiated your DNA starts disintegrating if you even think about it will do that to you…
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totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
You had a perfectly good gravity assist that gave you not one, but two Laythe encounters and lowered your apoapsis considerably in between, but instead you chose to try a 2500m/s capture burn- with enough aerobraking to cause heating issues but not enough to actually slow down- and waste most of the plane’s fuel so it can’t SSTO any more, with the backup plan of slamming into Jool almost vertically? And you blew it up!?!? -
Looking for replacement planet packs
jimmymcgoochie replied to Missingno200's topic in KSP1 Mods Discussions
A few points on your list: Beyond Home is similar to stock scale, Rhode is a bit smaller than Kerbin, but there’s a rescale config that can scale it up by 3.5x which makes Rhode the same size as JNSQ Kerbin. Galileo’s Planet Pack (GPP) and Grannus Expansion Pack (GEP) can be used together or separately, GEP has a version on CKAN that’s scaled up to match JNSQ specifically to be used with JNSQ, but GPP doesn’t as far as I know- it does have rescaling configs somewhere though so it would be possible to use all three at once. KSRSS has 1x and 2.5x scale options I think, but I haven’t actually used that (only the full RSS with RO and RP-1). And a few more planet packs to consider: Outer Planets Mod (OPM) adds analogs of Saturn, Uranus, Neptune and Pluto to the stock system and moves Eeloo to orbit Sarnus (Saturn). Snarkiverse doesn’t add or remove anything, it just rearranges the existing planets and moons to shake things up a bit. Whirligig World starts you out on a massive and rapidly spinning oblate planet with no atmosphere, reaching orbit isn’t too hard but getting back again is like landing on Tylo and getting to other planets takes RSS levels of delta-V. Not one I’ve used before but only because I’ve never had the time to do so, it looks really interesting. -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
“How is that not affecting anything?” Maybe because you’re tweaking centimetres per second on a nearly 700m/s burn? …hang on a minute- land on Laythe’s polar ice caps which are almost completely flat and smooth!? Why didn’t I think of that? -
Looking for replacement planet packs
jimmymcgoochie replied to Missingno200's topic in KSP1 Mods Discussions
@Missingno200 I believe the mod you’re looking for is Beyond Home: The moon on the horizon is Lua, which has a 10km “thick” atmosphere that’s barely enough to run jet engines at low altitudes. -
RAM isn’t the most critical part when it comes to KSP, you need some but adding more doesn’t necessarily make the game work better; KSP has a habit of expanding to fit the available volume. Single core CPU speed matters most for the physics calculations which are single-threaded, while some things like terrain rendering benefit from a faster/better GPU but you can still play the game well enough without a GPU if you turn some of the graphics settings down/off. You should be able to run stock KSP without too many issues, but modding uses a lot more RAM- not that you have to mod the game, KSP works fine without them.
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totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Tylo gravity assist to capture into Jool orbit. Learn it, love it, use it for literally every Jool mission to save a lot of fuel getting to just about anywhere in Jool’s SOI. Like this: (Don’t mind Eeloo, it got lonely and decided to drop by for a visit) -
A Very Basic Space Program | RSS/RO/RP-1
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Io is extremely volcanic because of tidal heating, hence the yellow colour (sulphur from volcanic eruptions). It’s also constantly bombarded by Jupiter’s Van Allen belts and really not somewhere you want to hang around. To get a free return with a close flyby of the Moon, add about 50m/s to the optimal transfer and tweak the timing to put the periapsis in the right place. Re. the launch, a slower pitch rate might help prevent the backflips, but not physics warping during staging would help a lot more. Drag at the front from the fairing and weight at the back from the second stage would make it unstable, which combined with the high angle of attach was a recipe for a spin. And what is with the different RCS configuration on the top of the pod? Why would you use a different fuel mix than the pod’s own RCS and need two different tank setups? The tank is still set up for rocket fuel for the boosters and not RCS, there’s no helium pressurant. -
An alarm popped up for an old Mercury flyby probe launched years ago; turns out past me managed to set up a burn to get a second Mercury flyby, which will occur after my first Mercury orbiter gets there. Whether said orbiter will actually be able to orbit or not remains to be seen…