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Everything posted by jimmymcgoochie
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Does adding scatterer to the above list (EVE/planetshine/waterfall) make the performance worse? If so then there's not much else you can do, things like AVP/Spectra are just different configs and textures for EVE and scatterer so if you can't run scatterer then you can't run those either. EVE has its own set of configs that you could try as well. Waterfall has negligible graphics load, it ran perfectly well on my PC even without the GPU and is definitely one to keep. Parallax is a pretty intensive one though, rendering all that terrain detail requires a lot of computing power and so it's probably best not to use that if you're struggling for performance.
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Screenshot of CKAN please? I suspect there will be a warning in the bottom left of the CKAN window about a mod being incompatible when you select NFE, check that?
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I was going to suggest a part manufacturing expansion to the Minmus base to ultimately build new vessels there and fuel them with ISRU, maybe using Sandcastle or Extraplanetary Launchpads, but maybe that's too big a leap after only just building the base. I'm intrigued to see what you come up with as an alternative to the spaceplanes though, they're much more cost-effective than conventional rockets.
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That's a strange thing to ask for. If you're using RO, odds are you're using either RSS or scaled up the stock system and in either case stock parts will be woefully underpowered and use propellants that RO doesn't really support. What parts in particular do you want to use but which RO is removing?
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Black bars on around KSP
jimmymcgoochie replied to Kerbalistic1's topic in KSP1 Technical Support (PC, unmodded installs)
Screenshot please? You probably need to change the game resolution to fit the monitor rather than the other screen (laptop?) you had it on before. Main menu > settings > graphics and change the resolution to match the monitor; you can find the monitor resolution on Windows by right-clicking the desktop > display settings. -
There's a minor bug in KSP that can make your orbit change when you engage time warp, which is more severe the higher the warp you jump to, which I'm pretty sure got noticeably worse in 1.12 for some reason. Jumping to x5 warp will change your orbit a lot less than going straight to, say, 1000x warp, so whenever you're planning to time warp anywhere it's a good idea to first bump it up to x5 either with the . key or by clicking the first arrow in the top left of the screen, and then speeding it up the rest of the way or using the "warp to" command/button.
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Can you post screenshots or a video of the problem? Which of the four buttons in the top-left is highlighted when you select a part to add to the craft? Can you actually attach the parts OK or is there something preventing that? From my brief testing in KSP 1.12.3 with no mods, selecting any part from the list will automatically set it to "place" mode and set the symmetry mode to "parent", while in many cases it seems to play the click sound twice with a very short delay between the two clicks. I've noticed this apparent double click in heavily modded copies of the game where it can take a couple of seconds between clicking the part and the part actually appearing, it's completely harmless and you can safely ignore it.
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I'm going to guess that you're using Realism Overhaul because you've scaled the stock system up to real-life size. RO does disable the stock delta-V calculator because it doesn't work for RO, but it should leave the staging list alone as it's still needed. According to the screenshot of your GameData folder, you seem to have installed or updated nearly all your mods today- if this is an existing save that's been working fine until today, try undoing the updates. Screenshots alone probably won't enough to find the cause of this problem, for that we'll need the KSP log files:
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Turn the crossfeed off on the decouplers, then detach and reattach the decouplers (with the tanks and engines still attached to the decouplers) and it should recalculate the fuel priority. Having the crossfeed on completely negates the fuel ducts. Go to the main menu, click settings and then enable advanced tweakables. Advanced tweakables gives you extra features which are very useful, including the ability to manually set fuel priority on fuel tanks (as well as actually showing the fuel priority in the first place). Out of interest, why are the engines on decouplers? Why not just radially attach the fuel tanks and/or use a bit of part clipping/rotating to build the nacelles without the added danger of accidentally staging off your engines.
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Forget Tylo, it's time to get rid of the huge mood debuff that the Laythe plane's "unpressurised" cockpit is generating. The other Nuclear Space Tug did a second burn after throwing the Laythe plane at the atmosphere, setting up its own encounter half an hour earlier to ensure it would have time to capture into orbit before the plane arrived. Gerdorf used the time before atmospheric entry to remove the spare RCS tanks (added to the plane when the first one ran out of monopropellant and couldn't dock to Temerity during assembly), but fixing the aerospike engine will wait until after landing. Day turned to night, the heatshield was discarded (with a complimentary 720 backflip with every decoupling!) and then the not inconsiderable challenge of landing a heavily-laden plane with tiny wings and a three-figure stall speed on very uneven terrain in the dark began. So I cheated and used parachutes. Not that it helped... Spontaneous disassembly occurred as soon as the wheels touched down, even at 0.1x physics warp and with the indestructibility cheats turned on. Oddly enough, landing with the gear retracted worked first time. Even oddly-er, Gerdorf had the wrong flag. Someone probably put the wrong flag in the plane when it was hastily assembled for launch. While the team back on Kerbin start trawling the CCTV footage to find out who is responsible for this heinous mistake, Ger was scraping sand into a bag as fast as he could to get back into the relative safety of the cockpit- radiation levels on the surface may be only a fraction of those in orbit, but they're much higher than even Moho at its perihelion. The takeoff procedure took a bit of refining (*kaboom* F9 *crunch* F9 *splat* F9 *how did it do that?!* F9...) but eventually the correct technique- launching it up a hill with all the engines at full power to get airborne- was found and we were flying again. Using the aerospike at lower altitude used up precious oxidiser though and it briefly looked like the plane wasn't going to make it to space due to a lack of thrust, but eventually the NERV got it up to speed and a hasty rendezvous with the Nuclear Space Tug occurred followed by an equally hasty launch out of Laythe's SOI and Jool's Death ZoneTM to avoid death by radiation poisoning. There was time to do a bit of rocket surgery before the departure burn so Gerdorf stripped every plane-related part off the craft along with anything else that wasn't needed any more. The four Hall effect thrusters suffered failures during a burn to set up an encounter with Temerity, caused by a maximum burn duration limit that isn't present when they're using the default argon propellant (or with the 'normal' ion thrusters) but which the Xenon HET patch seems to introduce. I think it's a Kerbalism bug but a minor one and I had to revert to an earlier save when Gerdorf EVA'd but somehow had zero EVA propellant despite doing another EVA seconds later with the jetpack full. The unpressurised cockpit made itself felt during the long trip back to Temerity with Gerdorf suffering stress-related breakdowns every week, causing minor damage to some ancillary parts but without compromising the mission. With Gerdorf stationkeeping off Temerity and the frame rate back to single digits, I called it a day. It'll take a while to do a double docking especially as the NST's forward ion RCS thruster seems to have melted due to the long burns causing the engines to overheat a bit, then Gerdorf will have a long stint in the radiation detox unit to recover from the 86% radiation exposure from that trip. Flag count so far: 8! Next time: Vall is probably the next destination as Meg can do that trip while Gerdorf recovers before he goes to Tylo. Once that's done, only one more planet and four landings in total- Duna, Pol, Bop, and of course the Mun.
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totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
So somehow the 22 minute burn time and the fact that it was pointing more retrograde than prograde didn’t register, and you thought just pointing at the node and firing the engine was a good idea!? Point PROGRADE and accelerate around he planet (not into it!) then do a course correction later once you’re clear of Moho’s SOI. -
Show off your awesome KSP pictures!
jimmymcgoochie replied to NuclearWarfare's topic in KSP Fan Works
That bit was supposed to come off... -
Hopper Rocket Missing
jimmymcgoochie replied to Tek Sten's topic in KSP1 Technical Support (PC, unmodded installs)
One of the 1.12 releases added new models for some rocket engines, but the tutorials were never updated. Use this to fix them: -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Why not do long-duration time warps in the tracking station instead? Less strobe-y and more interesting than looking at the very zoomed in side of a rocket. The Jool 3 was still completely salvageable, just do the transfer burn an orbit later and you’d still be OK to do at least some of the mission with a tanker or ISRU support ship to make up the difference and/or clever gravity assists. Why you created a perfectly good Jool transfer and then spent ten minutes making it worse is beyond me… -
Moving a Rover Without Wheels
jimmymcgoochie replied to SkyFall2489's topic in KSP1 Gameplay Questions and Tutorials
The contract only wants you to move the rover from A to B, it doesn't care how you do it. I once got a contract where the rover was fully intact and just needed to be driven a couple of kilometres to the waypoint. Minmus has low enough gravity that you can either cobble it together into a rocket and fly over, or use reaction wheels to roll, bounce or wiggle your way there. -
The first landing in Jool system will be... *drumroll* *more drumroll* Eeloo! Mostly because the transfer from Temerity was the closest, and the trajectory avoided almost all of Jool's Death ZoneTM (a.k.a. the deadly radiation belts) both for the journey and at Eeloo itself. A bit of light rocket surgery later... And then it was down to the surface. I'm not sure if this is the same as in the stock system, but Eeloo spins rather quickly- 2 1/2 hours per day, which meant that while I landed with a great view of Jool and Laythe near the horizon, by the time the five minute crew report was done Jool was gone and Laythe was rapidly retreating With the flag planted, it was back to orbit to link up with the Nuclear Space Tug again, followed by a ~70 day trip back to Temerity to dodge the Death ZoneTM. Rather than splitting them up and trying to dock two vessels at painfully slow frame rates, I just docked it in one to do a quick bit of resupplying before the Tylo mission, which may or may not be next depending on where the encounter will be. Time it right and Tylo skims the outer edge of the Death ZoneTM and minimises radiation exposure; time it wrong and you get obliterated by radiation before you even make it to the surface. Flag count so far: 7! Next time: Three more moons to go.
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totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
So, to sum up: Didn’t deploy the parachutes properly; Didn’t use the fuel from the engine to slow down, dodge the cliff and get more power; Decided to bail out of a rolling craft when the lander can is probably the sturdiest part of the craft and actually survived unscathed; Killed another orange suit. Ironically enough, just keeping the two crafts together would have been far safer. Also ironically, Bellein (a.k.a. Val) has managed to survive the whole series so far instead of the usual third episode fatality due to parachutes opening too late/not at all. -
How do I do the cutaway thingy?
jimmymcgoochie replied to darthvader15001's topic in KSP1 Gameplay Questions and Tutorials
Like this: *boop* -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
If you save and then reload (pretty hard in hard mode, probably needs a game reload) then it might have worked? Strange that the fuel feed was clearly working but resource transfer was not. It doesn’t matter if the crew survives or not, it’s not like they’re your two surviving Original Four or anything- wait… -
It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
Mini update today: Klaus and Vera came back down from low Earth orbit to complete the third of three contracts, bringing in over half a million funds in total. Then I spent a while looking at planes. There's a whole series of X-planes supersonic contracts just sitting there and no obvious reason not to do them, so I dusted off the old AR-3 rocketplane designs, stuck a jet engine on the back instead of rockets and tweaked the wings a little bit to match the new rear end. The results were promising: 800m/s and it was still accelerating, though I doubt the engine could push it much faster without overheating. Better jets will unlock in future nodes including a ramjet that should be very effective at high speeds, though produce no thrust at low speeds; with an airdrop of over 1100m/s available now that won't be an issue. During testing, there were a few issues with important bits breaking off due to high-speed, low altitude, high-gee manoeuvring... Coming soon: Designing some lunar infrastructure, eventually... -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Why not point the Jool 2 at the Klaw and just ram into it that way instead? -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
If you’re wondering why that first stage underperformed, you were at 2/3 throttle the whole time. -
You’re going to need to be specific. What sort of parts do you want? There are mods that add everything from historical replicas to hypothetical futuristic interstellar engines to huge SSTO spaceplanes. Find some area that you think the stock parts don’t give you enough options and then look for mods that expand it e.g. if you want more rocket propellant options try something like Cryo Engines or CRE.
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Atlas-style staging requires hollow parts, which stock KSP doesn’t really have. If you have the Making History DLC then you might be able to use structural tubes and/or engine plates, otherwise your best bet would probably be a fairing with the additional attach nodes on, which you’ll need advanced tweakables enabled in the main menu settings to activate, and a well-placed decoupler for the skirt to decouple and some fuel lines to feed the engines. It’s a lot easier to just do liquid-fuelled boosters and fuel lines, or solid boosters with fuel tanks on top and decouplers with crossfeed turned on.
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The wheels are fine now, but the rover has no signal so cannot be controlled. You’ll need a relay of some kind to bounce the signal back to Kerbin before you can drive it. Only a relay antenna can do this- an HG-5, RA-2, RA-15 or RA-100- so launch a probe with one (or more, in the case of HG-5s as they’re pretty puny) of those and put it in a high orbit of the Mun, preferably not equatorial to minimise the time that it’ll be blocked by the Mun.