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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. I’ve had issues with this before, it went for nearly a year with the general discussion subforum returning a 500 response yet other pages were unaffected and I could access threads inside general discussion directly. It also affected other pages for a while and was inconsistent across different devices- PC, iPad and android phone and connecting via broadband or 4G. I think what fixed it for me was a total reinstallation of Windows in an attempt to fix what turned out to be a dead GPU, since I can access everything now (though I don’t recommend trying that just to fix one website!). I also cleared all cookies on my iPad and that works fine as well, so try removing all cookies and see if that helps you?
  2. It’s a known issue with Parallax interfering with EVE city lights, check the Parallax mod thread and maybe there’s a solution there?
  3. Launched a probe that was meant to go to lunar orbit, but two consecutive engine failures on the second and third stages torpedoed any chance of making it to Earth orbit, never mind the Moon.
  4. A quick test flight of an orbital imaging satellite with a film return capsule. The science part worked fine, the return bit... not so much- the capsule overheated and exploded every single time in the simulations, when the re-entry profile should be survivable. Maybe it's a KSP 1.12 thing? This project will have to go on hold for a while until the return mechanism gets sorted out, either by an RO/RP-1 update or if I find an alternative part(s) to do the same job. The first real launch of this update is another Orange Cornet, completing a weather sat contract purely for profit. The next Orange Cornet had no contract to fulfil, but instead carried science experiments to a polar orbit to maximise the science yields. Once in orbit the avionics and engine of the second stage separated and deorbited, leaving the science core attached to the fuel tank and solar panels in orbit. There's no way to power a near-Earth avionics with these tech levels of avionics and solar panels so this is a necessary step to make the satellite function. Now for some simulations of a lunar orbiter/impactor mission. Newly unlocked Castor 1 solid boosters provide a useful kick off the launchpad, allowing a single RD-108 to push nearly 100 tons into the sky, while two RD-0105 upper stage engines will handle orbital insertion and trans-lunar injection. The Gamma-301 has served well so far with nearly double the thrust of the RD-0105 and a useful synergy with HTP powered RCS, but the longer burn time, superior ISP and lower oxidiser mass of kerolox mean that the RD-0105 is required for anything beyond LEO. Reliability on the RD-0105 isn't great though at 90% ignition success with no data units, so I'll probably swap some Orange Cornets on the build queue to use them instead of Gammas to improve the reliability on lower value launches. Despite PVG having some issues with the rocket, often cutting the main engine after about 5 seconds of flight or the upper stage tank's single MLI layer causing it to explode above 90km, in some simulations it got to orbit successfully and the second stage could deorbit itself with RCS while the third stage prepared for TLI. Fully guided TLI, then trajectory and attitude adjustment with the RCS followed by separation of the orbiter on top allows the third stage to move to a collision course with the Moon while the orbiter carries on to circularise at the Moon with four small solid motors. Whether the orbiter works well, barely or not at all will depend in no small part on the direction of the sun, since it has no attitude control of its own and must be properly aligned for the capture burn close to Earth. This sim was pretty marginal and the probe struggled a bit for power in lunar orbit, but the design is sound and two Orange Bugle rockets are now on the build queue. Now for a historic flight of the AR-3.1 as pilot Ilona Fischer becomes the first woman in space in February 1958, if only for about 30 seconds on a suborbital hop. I chose this pilot because her retirement date appeared to be the closest, however despite reaching space there was no bump to her retirement date and soon enough both she and fellow pilot Heidemarie Meyer left the space program. The other two pilots aren't due to leave for about a year, but I have well over a year's worth of research to do before getting basic orbital capsules even with the R&D upgrade I just did so it's incredibly unlikely that any of my starting four will be going to orbit. Another Orange Cornet contract sat launch went without incident and netted some more funds. Final scores after the R&D upgrade just finished and some KCT points were spent: Coming soon: Orbiting the Moon in 1958?
  5. I think there's some kind of save file hack that can resolve faulty docking ports, but I don't know what it is. One way to find out would be to create a simple rover on the surface of Kerbin with a docking port on it, then dock two of those together and check the save file to see the docking ports' status, then overwrite every other docked docking port's status with that- a text editor such as VSCode or Notepad++ is recommended for this.
  6. Update to the latest version of Scatterer and the problem should be solved.
  7. I don't see it happening, even without current events. RosCosmos hasn't really done anything beyond low Earth orbit in its 31 years of existence, with two Mars-bound missions (Mars 96 and Fobos-Grunt) both failing in LEO and subsequently falling back to Earth; most of its efforts have gone into the ISS and joint projects with other agencies such as ESA and NASA. To put it bluntly, there's not much to add. Making History has a good selection of Soviet-era rocket parts- Vostok/Voskhod pods and airlock, engines and boosters to make a passable replica of the R-7 (and all the derivatives that use the same basic layout even now, 65 years after it first launched Sputnik 1 into orbit!)- plus the stock Stayputnik which is an obvious Sputnik 1 reference and even one of the four starter Kerbals, named after Soviet cosmonaut Valentina Tereshkova.
  8. Each docking port size is only compatible with others of the same size. In stock KSP: In the 0.625m size category you get the Clamp-O-Tron Junior and the Making History inflatable airlock (yes, that's a docking port too, but only when inflated); For 1.25m, Clamp-O-Tron docking ports- normal, shielded and inline in 1.25m and Mk2 fuselage variants; For 2.5m, Clamp-O-Tron Senior. Plenty of mods add docking ports, from the tiny Pico Ports to the gigantic 5m (and 7.5m?) docking ports from Near Future Launch Vehicles, but they're all size-dependent and can only dock to something of the same size. Some mod docking ports (e.g. in Near Future Construction and Pico Port) also have orientation constraints and will only let you dock if you're at a specific angle e.g. 90 degree increments, which makes orbital construction a lot easier as you don't have to dock everything at precisely the right angle. Stock docking ports now have the ability to rotate up to 15 degrees each, which can help with aligning things to build larger structures- or just to make everything neat and symmetrical; or to put it another way, perfectly balanced as all things should be.
  9. Gas giants are mostly hydrogen, with a little helium too; oxygen is much denser than those and would naturally sink through the atmosphere, so by the time you reached an altitude with enough oxygen to breathe, the pressure would most likely turn you inside out if you tried. There's also the whole issue of hydrogen plus oxygen plus sparks (from lightning) equals MASSIVE EXPLOSIONS!!!!1!, which on the scale of a gas giant would be unimaginably destructive.
  10. As of KSP 1.11 there’s a stock part: https://wiki.kerbalspaceprogram.com/wiki/Lightstrip_Mk1
  11. Screenshot of the problem? If you’re using KSPCommunityFixes then you may have to open the drop-downs in the part windows to see the fuel tank size options.
  12. Orange Cornet 4 was a navigation satellite launch, worked entirely as expected, pay no attention to the weird pink square sticking out of the avionics because PlanetShine got a dodgy update... A few flights of the AR-3 rocketplane bagged a lot of hypersonic science and some other experiment data along the way, with the odd X-planes high contract thrown in for good measure. I decided to add some wing strakes to make it look cooler improve the aerodynamics (somehow), which didn't make it fly any worse than before so that's a win in my book! I also discovered that the reason most of the RCS thrusters weren't working was that the RCS propellant is in the cockpit, but the decoupler behind it wasn't set to crossfeed. One flight got a bit more interesting though- and by interesting I mean EXPLOSIONS! It wasn't as bad as it looked though, two of the solid rockets in the emergency cockpit ejection system got cooked by a steeper than normal re-entry and could be replaced very quickly once the plane landed safely on the ground. The wheels are actually deployed in the image below, it's just a graphical glitch with the runway. And now to the main event- Operation Poke The Moon In The Face With A Rocket is go for launch! First attempt at launching, PVG decided it would be a good idea to separate stage two and immediately ignite and then shutdown the engine, wasting its ignition. Game fault = free revert, so I launched again with the engine one stage higher than the decoupler and it worked fine. TLI burn proceeded... ...and I cut the engine marginally too early so the probe would miss the Moon by about 300km. Which I was prepared to accept, right up until I started time warping and the trajectory changed dramatically- it went from lunar periapsis of 300km to not even reaching the Moon's SOI at all! Come on, KSP, what's with that? Missing the Moon due to pilot error is fine, but missing the Moon entirely because of a stupid time warp glitch is definitely not. With no save between launching and the trajectory glitch, I had to fly it again from the launchpad; third time was the charm as on this attempt it reached Earth orbit with no trouble and the TLI burn resulted in a trajectory that would impact the Moon. Ignore the white line coming out of the avionics, that's PlanetShine with a second buggy update. Just getting to the Moon gave out a very large quantity of funds... But this probe's going to get even closer! Bonk! A second large contract payout, with bonus science! Nearly 400k funds from those two contracts was supplemented by some hefty advances for other contracts, so for the first time in this career I have more than half a million funds. I'll probably spend half of that on the first R&D upgrade, which is needed for crewed orbital capsules. My four pilots will probably retire before that stuff gets unlocked though, which is a shame, but maybe some suborbital flights in the AR-3 will push their retirement dates back a bit? Coming soon: The AR-3 is capable of reaching 140km, if only briefly, so I might try some suborbital hops to keep the pilots amused while building more contract Earth orbit satellites and a second lunar orbiter.
  13. What was that ascent!? Swerving 90 degrees one way then the other is NOT how you launch into the right orbital plane!
  14. Not all parts can be used for EVA construction- large parts such as the NERV are simply too big and bulky. It's also quite common to have strange forces applied to your vessels when EVA constructing, if your engineer is moving relative to either vessel then clicking to attach a part can clip it slightly inside it, potentially allowing it to briefly exert a force on the vessel it's being attached to before the game realises it's attached; though 24m/s seems pretty excessive for that. It's a good idea to have your engineer grab on to something like a pod or ladder to stop this from happening, and to dock/grab the two vessels together to stop them drifting relative to each other.
  15. The newest version of PlanetShine is to blame, go back two versions to (I think) 0.2.6.3 and it should be fine.
  16. You could just delete the Kerbalism config that changes the EVA jetpacks, which should solve this problem while keeping Kerbalism science.
  17. Check the module manager logs and search for KerbalEVA and EVAJetpack (I think) to find all the patches that were applied to them. Jetpacks being separate parts was added in 1.11 so any mods that haven’t been updated to that yet are prime suspects.
  18. Autostruts are unlocked with the same tech node that unlocks real struts, and fuel crossfeed through decouplers is unlocked with fuel ducts. If you’re in sandbox mode, make sure you turn on the setting to apply all upgrades to see them.
  19. I believe the UT counter is counting up from the start time with a zero index, but the calendar is date-based and starts on the first day of the first year (what's the 0th day of a month?) so T + 0 years, 0 days, 0 hours, 0 minutes and 1 second is the same as Y1, D1, 00:00:01.
  20. I think this is either Cryo Engines + Near Future Aero or KSPIE- but either way, we need more information: log files and screenshots most of all.
  21. I got distracted by Dyson Sphere Program again, so posts here will be a bit slower for a little while. With the Tracking Station upgrade already started (see last post), I also added a Mission Control upgrade to the list to unlock mission planning (a.k.a. maneuver manoeuvre nodes) to go with the patched conics. As you can see from the orange dots on the tech list, I'm running right at the ragged edge of the research slowdown system of RP-1 and consequently the research nodes are taking longer than normal. It's not an issue right now, but it could become one later. Those upgrades were expensive, but there are plenty of contracts available to make up the money. First on the agenda was a weather sat, which was an Orange Cornet with a dinky little service module tank stuck on it to hold the necessary payload. A 300km circular orbit with a moderate inclination was well within the Orange Cornet's capabilities and the contract paid out a tidy sum: The final flight of the AR-2(.5) also took place as hypersonic flight has now been unlocked and the X-15 cockpit is now available. I looked at refitting the existing plane with the new tech, but the cockpit swap alone meant it would take the same amount of time as building a brand new plane instead, so I made a new one instead. The new AR-3 is powered by two XLR-25 engines, each producing double the thrust of the XLR-11s used on the AR-2, and combined with stretched fuel tanks they allow this plane to reach speeds and altitudes that the old one could only dream of. Its first flight pushed to a speed of over 2km/s and an altitude of over 100km, breaking the Karman line and bagging two contracts in one go for a combined payout of nearly 100k funds. Unfortunately the flight also ran into some problems: the pointy bit on the nose melted from the heat as it came back down and the pilot had to make an emergency landing as a chronic lack of batteries meant the power ran out mere seconds after touchdown, rendering the plane completely uncontrollable and no doubt dooming it to a fiery crash if it was still airborne at the time. The second flight was more successful, pushing even higher and faster before landing safely on the runway. I forgot to add the nose spike back, but it didn't seem to cause any problems. In between the real rocket launches and rocketplane flights, I also put some work into designing some new rockets- sticking an Aerobee stage swiped from the Red Recorder and stacking it on top of an Orange Cornet was enough to make a lunar impactor, while a more experimental design proved to be capable of throwing 1000 units of satellite payload into a high and/or inclined orbit, assuming MechJeb doesn't waste the second stage engine's ignition as it did in the simulation. The four AJ10-27 boosters were added as a single RD-108 struggles to launch 60+ ton rockets on its own, hence the next design: Twin RD-108s on the first stage are more than enough to loft a 100 ton rocket, then a Gamma-301 second stage which had to have its tank utilisation reduced to avoid an excessively long burn time but which is still more than sufficient to launch that red nose tank full of 1000 units of payload into space. It probably won't be needed just yet, but this could be a useful rocket in the near future for launching lunar orbiter missions once deep-space avionics are available. The lunar impactor design has now been named Orange Trumpet and the first is on the production queue. It's now January 1957, so it might still be possible to hit the Moon with a rocket before the launch date of Sputnik 1. Coming soon: Deliberately crashing a rocket into the Moon.
  22. Can you record a video and upload it? 7.5km/s seems a little on the low side for an orbital re-entry from 200km, what’s your periapsis? Did you try uninstalling Deadly Re-entry and/or uninstalling and reinstalling FAR like I said before? And how about those logs?
  23. Fuel ducts need to be researched to allow decoupler crossfeed, and struts need to be researched to use autostruts.
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