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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. I'm seeing a d3d11 error right before the game crashes, so this may be a GPU related issue. Try reinstalling your GPU driver and see if that helps?
  2. No errors in that log file, try uploading the more detailed Player.log instead: I did notice that you're putting mods in the Steam copy of KSP, which always seems to go wrong and cause mysterious crashes. I suggest you try the following and see if the issue is fixed: 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.
  3. Are you re-entering from orbit? What speed are you going when you hit the surface? I'm surprised you managed to get all the way to the surface at Earth orbital velocity as you'd get incinerated in the lower atmosphere. Try uninstalling Deadly Re-entry and updating or reinstalling FAR? Also post screenshots and your log files if you can: https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  4. Try reinstalling Scatterer, and if that doesn't fix it go back to the previous version.
  5. Red Clarinet 8 launched an advanced biological sample capsule on a suborbital trajectory, gaining a tiny trickle of science and a reasonable contract payout. The experiment takes a whole day to run and only works in space, so lobbing one up there on a suborbital trajectory isn't a viable long term strategy to complete it. Next launch was the first of a brand new line of rockets- Orange Brass, with an RD-108 first stage and a Gamma-201 second stage. Weighing in at just under 40 tons, it's vastly more capable than the Red Recorder: fully guided right up to orbit, RCS for orbital adjustment and the added bonus that the second stage uses HTP as its oxidiser, so HTP powered RCS can tap into that reserve so long as there's enough pressurised helium. This rocket had to be rushed a bit as the deadline for first solar powered satellite was fast approaching. Both engines performed nominally and the vessel was positioned with its solar panels facing the sun, spun up to stabilise it, then the near-Earth avionics were detached to reduce the power drain and give the science core on top a chance to generate useful science without running out of battery power. Orange Cornet 2 was next, once again aiming to do two contracts in one launch- sun-synchronous orbit and atmospheric analysis satellite. Initial orbital insertion worked for the sun-synchronous orbit contract, however the atmospheric analysis contract wanted a slightly higher orbit than I ended up with. HTP RCS to the rescue, providing more than enough extra oomph to boost the apoapsis and periapsis to the required altitudes for the second contract to complete. Double contract rewards totalling nearly 90k meant there was enough to upgrade the Tracking Station, unlocking patched conics at last! Upgraded ground stations will allow future missions to the Moon to communicate back to Earth, but the main benefit is patched conics and the ability to actually see where you're going for a lunar flyby/impactor/orbit mission. Though possibly not all three at once... In between rocket launches I gave the AR-2 rocketplane a small refit, adjusting the science experiments and making some engine tweaks. This gave it the designation bump to AR-2.5, as AR-3 is reserved for the X-15 cockpit when that gets unlocked in the near future. Coming soon: Crew across the Kármán Line (or is that the Kérmán Line?) and preparations for a Moonshot!
  6. I’m not a pheasant plucker, I’m a pheasant plucker’s son; And I’ll keep on plucking pheasants ‘til the pheasant plucking’s done. (Say that one out loud at your own risk!)
  7. I'm not sure that the "Edwin" telescope works with Kerbalism installed- it said it was generating some data, but no data appeared in Kerbalism's data panel and despite some lengthy time-warping ahead it never seemed to end. Unless I'm doing something wrong, using the LF and Ox detectors pointing at JNSQ Minmus.
  8. I’ve been using rainbow codes for my rockets for a while now, however unlike the original system mine aren’t entirely random- instead I use the colour to denote a particular size or family of rockets and then a noun for the specific design. In my most recent RP-1 game I’ve been launching a series of Red Woodwind rockets (Red Piccolo, Clarinet and Recorder, with Red Oboe and Red Bassoon as designs I didn’t take forward) and now I’ve started on Orange Brass, which so far has just one design- Orange Cornet. My previous playthrough also used his system, such as Green Bird (60t), Grey Shape (150t) and White Cloud (1500-3000t depending on how many boosters I used)m each of which had several rockets within it- Green Sparrow, Swallow, Eagle, Condor, Seagull and Albatross; Grey Sphere, Cube, Toroid, Tokamak, Cuboid and Prism; White Nimbus, Stratus and Cirrus. Running out of names was an issue a couple of times (hence Grey Mobius and Grey Tokamak, for example) and remembering which of the various similar names was which mission was also a perennial problem, but other than that it’s a pretty versatile system that allows for iterating on the same design and avoids having to think of a proper name for everything.
  9. JNSQ's own configs don't work with the latest versions of scatterer. However, I didn't realise JNSQ had its own EVE/scatterer configs and since Ad Astra just won't work for me it looks like I'm going to be sticking with those, with a version downgrade to 0.0723 for scatterer since I know that one works.
  10. There are a few mods that I'd consider to be worth adding on top of the RP-1 express install: Internal RCS. Instead of having RCS ports stuck on the outside of your vessels, these allow you to fit them on the inside so they sit flush with the exterior skin. Near Future Solar. Almost all the different solar panels in this mod are options for procedural hinged or folding solar panels, giving you a lot of options for both (and IMO they look better than the others too). Probes Plus. It has a good number of probe cores that match real life missions, but I mention it specifically for the little 500N generic thruster that is unique among the generic thrusters in that it has a gimbal on it- in time you'll realise how useful it is to not have to use RCS for attitude control during your engine burns. (Also I recently sent a pull request to RP-1 to fix the ProbesPlus antenna and dish prices so I'm a little bit biased). The version on CKAN is pretty outdated, so visit the GitHub and directly download the repository then put the mod GameData into your KSP GameData: https://github.com/raveloda/Coatl-Aerospace. Custom Parachute Message. Adds Perseverance-style encoded parachutes for RealChutes, but more impressively the patterns are fully customisable and vastly better looking than the decidedly bland alternatives. Maneuver Node Splitter. Does exactly what it says in the name, handy for particularly long burns where you'd get huge cosine losses from burning far away from prograde/retrograde for long periods.
  11. The failure of Red Recorder 1 stung a bit, but the backup rocket was already under construction and three months later Red Recorder 2 was ready to launch. The first stage performed nominally, throwing the two upper stages and detachable avionics out of the atmosphere. All five engines on stage two burned nominally to depletion and the single engine on stage 3 also performed according to expectations, putting the satellite into a very elliptical orbit. It's not a great orbit by any means, with a periapsis that's only just outside the atmosphere, but still- FIRST ORBIT! It's 1955-02-22, still over two years ahead of Sputnik 1. The probe stayed active for a few hours, transmitting all the mass spectrometry data from space low around Earth before its batteries eventually died. With that first success in the bag, the next Red Recorder was tasked with a more difficult launch into a polar orbit. It carried a cosmic ray detector as that's the lightest experiment I had available. Red Recorder 4 was next to launch. It's carrying some solar panels and science experiments, so got a pair of AJ10-27 boosters to help it off the pad as its TWR was a bit low. The aim was to do first scientific satellite and first solar-powered satellite in one go, however solar sat requires a 300km periapsis which this design just can't do- the first stage can barely make it to 200km apoapsis and it's next to impossible to get a 300km periapsis when you don't even reach 300km... On the plus side, the scientific satellite contract was completed after a day in orbit (helped in part by the polar orbit satellite getting some data for the experiment that the contract requires) and paid out 200k funds! Coming soon: A new and much more capable launch rocket called Orange Cornet: full guidance into orbit, RCS for orbital fine-tuning, far greater payload capacity and scope for higher and more demanding orbits. Sneak peek:
  12. Designed a new orbital launch rocket and ran a couple of tests. Stepping up from the 20-25 ton rockets I've been launching up until now, the Orange Cornet is not only bigger- nearly 40 tons in total- but also much more capable: fully guided up to orbit, capable of launching to sun-synchronous orbit or to a less inclined orbit with all the available science experiments and solar panels to power them, in both cases with a periapsis above 300km and fine control over the final orbit with RCS. With a few minor tweaks, it might even be able to throw a small probe at the Moon.
  13. What do people use for visual mods in JNSQ? I've tried Ad Astra but it seems to be out of date and doesn't work correctly in 1.12.3 (no clouds, Lindor's rings are thick translucent lumps instead of the proper textures), I believe the configs are correct but it may be the recent changes to scatterer and EVE have made it no longer compatible?
  14. Just use PVG, save yourself a lot of trouble. When using hydrolox it’s usually a good idea to put a single MLI layer on the tank, even for a single orbit of Earth the reduced boiloff should compensate for the increased mass (and reduced delta-V as a result) without needing to add extra fuel.
  15. Mod update: RSSVE is out, replaced by REO (Realism Environmental Overhaul) which looks substantially better than even the high-res RSSVE, but without that "eating up all my PC's RAM and then crashing the whole thing unless I click off KSP and mute PC sound when it reaches the main menu" thing EVO did. (Yeah, when I put it like that, EVO doesn't sound too great... but it looked good and I just got used to the weird workaround). These clouds are particularly good, catching the sunlight (from behind the plane in this shot) with subtle hints of colour so it isn't just bland white everywhere. It's just a shame that they don't spawn in until you're close to them, but that's probably just a limitation of EVE (slash to not make your GPU melt). A few more flights of the AR-2 went without incident, however it then suffered an engine failure on ignition that apparently knocked the right engine out completely; later in the flight the unbalanced thrust became too much for it to handle so I switched off the left engine- which inexplicably managed to relight the failed right engine and sent the plane into a tumbling spin at over 50km altitude. It took a combination of falling to below 10km for thicker air, deploying the airbrakes and even popping open the drogue chute to finally regain control and the pilot made an emergency landing shortly after. The plane was taken in for an engine refurbishment, during which time another Red Clarinet could launch to complete another downrange contract. A couple more AR-2 flights went without incident before this one, which nearly ended in disaster when the plane drifted off the runway and bounced over the berm where the SPH terrain meets the runway, jumping into the air at well below stall speed. Fortunately no damage was done. As these flights are getting a bit boring for me and doing nothing for the pilots' retirement dates, I tried my hand at building* an orbital rocket (*stealing off Discord and tweaking a bit to use tech I already have). It didn't make it all the way to orbit, but the design shows a lot of promise and with a better ascent trajectory it should be up to the task. A few launches of Red Piccolos for altitude SR contracts and Red Clarinets for film return and downrange SR contracts ensued as I sent the pilots off for X-15 proficiency training to give myself a break from all those repetitive rocketplane flights. Although not all of them went according to plan... And now, the big one: it's the fifth of December 1954 and Red Recorder 1 sits on the pad ready to launch for orbit! The first stage performs as expected, though the trajectory is a mite low and the apoapsis is slightly below 140km. Not too much of a problem, I can pitch up slightly for the final burns and burn a bit earlier to push it up into space. One of the RCS thrusters didn't fire on the avionics after it had decoupled from stage 1, even though it worked fine in the simulations- an issue eerily similar to one which I encountered doing TSP- but the four solid motors provided ample ullaging and spin stabilisation before the second stage lit. Five AJ10-27s is a tactical risk- if one fails early in the burn then it has no chance of staying straight. Unfortunately, an engine DID fail; fortunately, it failed near the end of the burn and didn't affect the stability to any great extent. Second stage burnout, stage three ignition and- *fzzt* Stage 3 failed to ignite. The ignition chance was about 97%, but still it failed. And as I've said before, no reverts on engine failures (otherwise why use an engine failure mod at all?) so this launch is a bust. The upper stage fell back into the atmosphere, gathering a little bit of science data right up until it disintegrated over the Atlantic. Trying very hard to find a silver lining to this failure, at least now the AJ10-27 config has maximum data units so its failure rate is as low as it can be. The second Red Recorder will be ready in February 1955 so I can try again. Coming soon: ORBIT! And this time I mean it!
  16. There are a few mods that add robotics parts, but there’s also a DLC, Breaking Ground, that adds robotics (and some more cool stuff) which you might be interested in. With all the features in KSP 1.12 you could try using EVA construction to assemble your station (there’s also Kerbal Attachment System and Kerbal Inventory System which do something similar, though they might not yet be compatible with the stock system), or build some kind of orbital tugboat with a grabber on the end and some RCS to push stuff around- though this becomes less practical with bigger assembly tasks.
  17. You know how getting electrocuted is bad for you? And how moving magnets can create electrical currents? Now put them together and you have blood that is constantly giving you electric shocks throughout your body- probably inducing massive seizures and cardiac arrest as the magnetic blood disrupted your brain function and heart rhythm. Just having the blood flowing around your body would be bad enough, but in areas with high flow like the aorta and vena cava (flowing out of and into the heart respectively) there could be enough of a charge difference to make the magnetic stuff clump together, potentially ripping one or both of those massive blood vessels open and resulting in catastrophic internal bleeding and rapid death. Or maybe it’ll happen more in small vessels with thinner walls, so you get death by a thousand cuts but from within the body. Throw in an external magnetic field and things would only get worse, especially if you happened to move around in said field as humans are prone to do. Oh, and on top of that, you’ll get heat produced by all this magnetism too which could really mess with your homeostatic mechanisms and even cook you alive if you happened to walk into a strong enough magnetic field. All in all, it’s a no from me.
  18. Kopernicus is dying, spewing out exceptions in an unending torrent until you close down the game. It's never going to load. However, I can also see from the logs that you've put mods into the Steam copy of KSP. This is A Bad Idea- Steam breaks modded KSP very regularly, especially when mods with DLLs are involved (Kopernicus is one of them). My suggested fix is this: Copy your save games to your desktop for safekeeping. If you used CKAN to install your mods, make a modpack and save it to the desktop (CKAN > File > export modpack). If not, keep that screenshot of your GameData folder handy as you'll need it later. Delete all mods from KSP, leaving just Squad and SquadExpansion inside GameData. (Don't worry, you'll reinstall them later!) In Steam, right click KSP > Properties, then disable Steam cloud for KSP. Completely uninstall KSP using Steam. Completely reinstall KSP using Steam, then verify the files (KSP > Properties > Local files > verify integrity of game files). This should get a fresh, working copy of KSP. Open the local files (right click KSP > browse local files), then go up one folder level and grab Kerbal Space Program (C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program) and copy that entire folder. Paste KSP somewhere outside of Steam's control, anywhere will do. Rename this new copy so you know what it is (e.g. KSP 1.12.3 New Horizons/OPM), then reinstall your mods into this new copy using either the CKAN modpack you made earlier or by hand, and put your saves back into the saves folder. You should now have a fully functioning copy of KSP and the problem should be gone. You can create as many copies of KSP as you like, on different versions and with different sets of mods in each copy; CKAN makes it easy to manage them, keep them updated and can even create new copies in a few clicks, though there's nothing stopping you from doing it all yourself (it's just a lot more work). If you still have this problem after reinstalling everything, the first exception I saw for Kopernicus was related to New Horizons, so try removing that mod and see if it persists.
  19. Reputation is weird, in that it has a very large dose of diminishing returns. To see this in action, bring up the cheat menu and add 100 reputation- your overall reputation won't go up by 100 unless you're at 0 or below. Now add another 100 and it'll go up by even less, and so on. But if you remove 100 reputation, you'll see that it goes down much faster and at high reputation levels it'll take an awful lot of +100s to cancel out one -100. What you're seeing with these contracts might just be the way the modifiers are being applied: if you're gaining 2 reputation but then the strategy removes 80% of that, I suspect that the game first credits you with 2 reputation and then removes 1.6; it's just that due to the diminishing returns, the +2 added a lot less than 2 but the 1.6 wasn't subject to diminishing returns and so got removed right away, producing the net loss of 1 (and possibly an invisible decimal that you'd only see in the save file or cheat menu) reputation. For funds and science there's no issue since those two are linear, but reputation is the odd one out and so it behaves a bit strangely. My advice is, don't use that strategy at all. While reputation isn't all that useful, you still need some to get the 2 and 3 star contracts to show up and frittering it away to get tiny science gains isn't worth it. (P.S. this is just my hypothesis, I don't actually know if this is how these strategies work- so unless someone shows up with actual implementation knowledge to confirm, don't quote me on it!)
  20. I forget to post this for one day and I've basically forgotten everything that happened. HJ-B flies out for another high-speed flight contract, even though I forgot to put the tail bit back on it was more than capable of meeting the goal. But then... I'm not quite sure how the cockpit survived that when everything around it didn't. Pilot Heidimarie walked away unharmed (physically at least...) and an investigation has been opened. Time to check on the research queue to see how far away I am from making orbit. I need satellite era materials science for integral structure fuel tanks to get First Orbit, then satellite era science for the Geiger-Muller counter to get First Scientific Orbit; solar panels come with satellite era electronics, but the contracts for first solar and polar satellite only have a one-year timer on them whereas FO and FSO have two years. I haven't accepted any of them... yet. A successful Red Piccolo flight, throwing some sounding payload up to high altitude and netting a tidy sum from the contract. And another, this time throwing a biological sample capsule into space and back for science and profit. After the mishap with the HJ-B, it's time for a new plane to keep the pilots occupied and bring in some science. Introducing the AR-1 (for Advanced Rocketplane): Three XLR-11s provide lots of thrust, enabling this thing to reach the maximum 75km limit of the X-2 cockpit, a top speed of over 1500m/s or possibly even both in the same flight. The shakedown flight only went a little above 600m/s for Mach 2 flight science, tested its flight performance on one and two engines (can hold 600m/s with two engines on 40% throttle but not one at 100% ) and finally its landing characteristics, which were found to be a little bit dicey. Still, the wingtip wheels proved their worth and no damage was done despite a similar landing to the one that wrecked the HJ-B. Future flights will use a different approach trajectory and a drogue chute that actually works to avoid this issue. Flight number 2 went according to plan, only the drogue chute still didn't deploy. Flight number 3 deployed the drogue, but too early! The pilot still landed safely despite this mishap and now that I have the proper approach technique for this thing it should be much easier- and safer- to land in future. I added a second spare drogue though, just in case this happens again. More Red Piccolo flights grabbed more bio sample science and netted a couple of contract payouts too. Turns out they sink, but if they're airtight to not kill the organisms inside while in space then they can cope with 8 metres of water above them, right? The final launch of 1953 got a nice sunrise at the beginning, then an unexpected surprise at the end. The capsule came down quite close to the KSC, but weirdly, so did the bottom half of the rocket: I didn't even see this thing coming down, yet it managed to freefall to the surface without breaking anything- not even one of the flimsy little fins! 1954 is here, and so is the newly refitted AR-2: now with added Science!TM A basic film camera to get high altitude photographs, a mass spectrometer to slowly accumulate the two hours' worth of data and high altitude crew science to go with them, since the first two only work flying high and Mach 2 only works flying low. Oh, and a drogue chute that works properly. And to finish, as I seem to have a habit of doing, I went and accepted The Big One: First Orbit! The advance payment from that, along with money from the other contracts I've been doing, was spent on some KCT points, mostly for R&D, but also on a 40 ton launchpad to make orbital launches less constrained by the puny 20 tons of the first pad. It's possible to make a sub-20 ton rocket that can do FO, but the margins are very thin and having a few more tons to play with can make it much less finely balanced. Coming soon: A lot of rocketplane flights, but who cares about that- WE ARE GO FOR ORBIT IN 1954!
  21. I completely disagree- Minmus is the perfect place for Baby’s First Offworld ColonyTM for several reasons: Delta-V. Yes, the transfer burn to Minmus from LKO requires a bit more fuel and either a well-timed launch to get the right inclination, a well-timed transfer to catch Minmus at its AN/DN or a plane change en route, but once you get to Minmus’ SOI literally everything else is far cheaper than the equivalent action at the Mun: capturing, deorbiting, landing, plane changes, launching, rendezvousing and returning to Kerbin are all trivial since Minmus has puny gravity and so low orbital velocity. When you’re landing hundreds or even thousands of tons of colony stuff, that adds up quickly. Large areas of flat terrain which are perfect for building on, easy to land on even with large vessels and/or planes and which you can drive across at considerable speed without worrying about crashing into anything. If you build your rover correctly and change the wheel control keybinds to not be the same as attitude control, Minmus is one of the easiest places to drive around since any mishaps can be corrected before you hit the terrain (again) and proper use of the wheel traction settings eliminates the grip problems of ice and low gravity- or you can go the other way and spend your time doing huge lairy drifts if you like. You can literally fling stuff from the surface directly onto a trajectory that’ll hit Kerbin, no rockets required! You’re closer to the edge of Kerbin’s SOI so going interplanetary is that much easier.
  22. Short answer: no difference at all. Long answer: it depends how deep you want to go- if you like how it looks with the airbrakes deploying in one direction, use that; if you want to pretend that all the mechanical and material constraints of the real world also apply to KSP, put them so the flat surface faces the airflow as this both shields the hydraulic deployment arm from the superheated plasma of re-entry and reduces the risk of the whole thing being ripped off if it produces too much drag. (If you happen to drive a car with the door open into a lamppost, hitting it going forwards will just slam the door shut but hitting it backwards will bend it the wrong way and quite possibly rip it clean off; the same principle applies here too. Of course, this is not a good idea so please don't drive your car into a lamppost!)
  23. Huh? Hypergolic refers to something that will spontaneously combust in contact with a suitable fuel/oxidiser, they're commonly used in rocketry in everything from RCS thrusters to entire launch rockets e.g. Proton. TEATEB (tetraethyl aluminium tetraethyl boron) is commonly used to start up kerolox rocket engines as the TEATEB will spontaneously ignite on contact with liquid oxygen, spinning up the turbopumps and getting the kerosene flowing to produce thrust.
  24. Did you install it correctly? Make sure that your GameData folder contains only Squad, SquadExpansion and MechJeb folders as well as the ModuleManager DLL and config files.
  25. In before Max bounces up and over Arcazon's car through a chicane
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