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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. Realism Overhaul does change maximum pressure limits for (some) parts to 10MPa (100atm, more than Venus’ 90atm at “sea” level), however it’s mutually incompatible with SMURFF. Maybe you could take a look inside the RO files to find the patch that sets maximum part pressure to 10MPa and copy it for your own use as a custom patch?
  2. @Michel_0 don't copy and paste the logs into a forum page, it's a pain to scroll through on a PC and almost impossible on a mobile device (I regularly use the forums on my iPad mini and can't possibly scroll through an entire log on there). Upload the file to a file sharing site of some sort (Google Drive, Dropbox...) and post a link to the file here.
  3. This report is nearing its end. But not before I noticed this flukey asteroid, which I presume managed to snag a gravity assist from the Moon to capture into Earth orbit five years ago without me being aware of its existence. White Tombaugh completed its blisteringly fast transit to Pluto by flashing past at over 30km/s. An attempt was made to skim through its vanishingly thin atmosphere, but it turns out that even that miniscule amount of air will result in instant combustion at 30km/s... A bit of rover poking finally got a good shot of one with Jupiter in the background: And then I achieved a technology victory by completing every research node available. As far as Civilisation 6 is concerned a crewed Mars mission is enough for a science victory and I already did that, but nevertheless- completing the entire tech tree before Apollo 11 launched isn't too shabby. Shortly after this, while time-warping ahead to the White Huygens mission, three of my Original Four astronauts retired- Diana, Tim and Alexei in that order. Ann will follow soon enough, followed by the newer astronauts whose retirement dates are all in the mid to late 70s. But back to the main event: TITAN. Four relays were deployed, supposedly into a resonant orbit to ensure even spacing. This was partly successful- yes, they were pretty evenly spaced, but weirdly the first and fourth relays ended up in the same place the fourth was dispatched to a very high orbit for science and to improve coverage, while the other three eventually got moved into elliptical orbits for science high and low. The landers were deployed with very little ability to aim them, but despite that I managed to get 6 out of 7 biomes and two of the landers splashed down, earning splashed and landed science from those biomes. Some of the landers nosedived straight down with a terminal velocity of over 50m/s, like the one above, whereas others spiralled at speeds of between 20-35m/s for no discernible reason. The parachutes were definitely misconfigured though- when partly opened they slowed each probe to under 5m/s, then when fully open they slowed down to less than 0.3m/s! Despite the slow fall, or maybe because of it, most of them didn't land the right way up. There was no Titan landing contract, however there was an atmospheric probe contract which the first lander completed, on top of the contract for a Titan flyby; together they netted about 2.3 million funds. The second lander made a beeline for a lake (most likely methane and/or ethane) and sank upon splashdown; but then I deployed the magnetometer and weirdly it then floated back to the surface. Magnetometer retracted and it sinks, magnetometer deployed and it floats. This was later confirmed with another probe that landed in the "seas" biome and sank nearly 50 metres to the seabed, where it's properly dark. But eventually one of them landed the right way up and was lit up by the strange blue twilight near the poles. This mission has been spectacularly successful, grabbing a HUGE amount of science and (along with data being transmitted during the time-warping to its destination) has produced a massive quantity of KCT points. They no longer matter, of course, since there's nothing to build or research, but still. Imagine what they could do in the early 50s... Full album: https://imgur.com/a/CEJUVtm Coming up next time: It'll probably be the final report of this series, aww... But I plan to start a new report of some kind soon, whether that's a new RP-1 game I have ready and waiting, or possibly GPP/GEP or Beyond Home, both of which can be rescaled to JNSQ scale (and GPP/GEP can be used with JNSQ now, apparently) or I might try JNSQ itself with a focus on more resource harvesting and colony building type play. Or probably that new RP-1 save.
  4. I may have misread your first post as being base KSP 1.12.1 rather than Making History 1.12.1, oops Post the full log files please?
  5. After far too many gravity assists, it's finally time for the White Herschel Io to land. The descent was dicey, right on the edge of running out of fuel, but in the end the rover landed- and fell over. So I lifted it off the ground a bit, levelled it out and landed again- and it fell over again. Eventually, after using the RCS on the rover and the descent stage together, it stayed on its wheels. As it turns out, I landed right on the side of a big hill (possibly a volcano) with a pretty steep slope. (The blurry terrain in the foreground is because it was glitching a bit.) This was followed in short order by the landing on Europa: A series of contracts began paying out- landing on each of the four moons as well as the rover contract for Callisto as that rover arrived first. After a brief burst of time-warping, the Venus Ship is back home already! It was able to capture into orbit of Earth, however said orbit wasn't very good. No matter- the Yellow Pain-au-chocolat Mk6A is more than up to the task- it was built to catch the ship on an escape trajectory after all. (The A suffix is due to adding more boosters on the first stage, not needed for the Mars crew since they had the lander and its 4km/s to play with.) Rendezvousing was easy, but getting close enough to dock was incredibly slow because both physics and time warp made the two vessels move by a substantial distance relative to each other, making a close approach impossible. So I cheated and used set orbit waited a long, long time to get closer. Docking was routine, the crew moved over, waved goodbye to their ship and headed back to Earth. Re-entry was fine (except for the usual heating issue), drogues opened, mains opened, time to decouple the heatshield so it'll fly away from the- wait why is it coming back?! All the way to Venus and back, and the last 500 metres nearly killed the crew because the heatshield flew around like a demented frisbee and came *this* close to clobbering the top of the pod at considerable speed. No matter- a safe landing was had by all, the two crewed Venus contracts paid out nearly 3.5 million funds and the crew got 2-3 years added to their retirement dates. And so concludes the crewed missions for this save! No more crew launches are happening- no launches of any kind, in fact- so pretty soon the Original Four of Diana, Alexei, Tim and Ann are going to start retiring. Coming up next time: TITAN.
  6. Scattered landers across the face of Titan, hitting 6 of a possible 7 biomes from 8 attempts and with two probes ending up in the, er, ocean? Apparently they float with the magnetometer deployed, but sink quite quickly with it retracted, which is odd but rather useful since it allowed splashed and landed science from those probes.
  7. Me: careful, KV pods are really draggy. SeyMonsters: Proceeds to use KV pods in two episodes and has massive problems because they’re really draggy. Me:
  8. Blue Bishop Saturn arrived at Saturn after many years of travel, but somehow its periapsis increased by a billion kilometres between the last course correction and arriving; I used a bit of infinite propellant to put it back in vaguely the right place, though that also overburnt the engine so its MTBF is down to less than two minutes. Eek... But the views were worth it! The capture burn worked without any engine failures, resulting in an orbit that covers space high and low but is nowhere near any of the moons to get an encounter. The White Herschel S quartet will have to do those flyby contracts when they get there in a few years' time. A few Io gravity assists came and went before I realised something that should have been obvious from the start- I'm doing this all wrong! Instead of making big course corrections, using tens or hundreds of m/s each time, I could make tiny corrections of tenths of a m/s several orbits in advance to get the same effect. Good to know for the next playthrough, I suppose... Over at Venus, the crew chased any last snacks out of the two mission modules before undocking them, then pumped any remaining liquid hydrogen and liquid oxygen out of the core booster before undocking that too. It's time for them to come home and lugging almost 20 tons of mission module back with them was a waste of delta-V that could instead be used to capture into some semblance of an Earth orbit when they got back. A few days later, one of the crew of the Mars ship spotted something out the window... They were home at last! The capture burn used up the last of the fuel in the ship's main tanks: Before the crew undocked in the Mars lander and completed the capture burn into a lower orbit: The original plan was to capture into a nice circular orbit to make it really easy to rendezvous with it, however I left MechJeb to execute the burn and at some point one of the engines failed, resulting in it wasting the remaining ignitions with nearly 3km/s of fuel still in the tanks. Boo. Cue the Yellow Pain-au-chocolat Mk6, hilariously overbuilt for this mission since it was originally intended to meet the Mars ship when the latter was on an escape trajectory. Diana was at the controls, grumbling a little about not getting an interplanetary mission of her own the whole time. You already got our first ever flight, first crewed orbit AND first Moon landing, Diana, quit whining and let someone else have a turn! A simple rendezvous ensued, barely troubling the second stage's fuel reserves, and soon enough they were ready to dock. Another annoying RCS issue popped up as the upper set of RCS thrusters on the Apollo craft refused to fire, so the lander did most of the docking. An attempt was made to tow the lander onto a suborbital trajectory, but this failed because the twin RD-58s were blocked by the lander. They undocked, deorbited and exploded because I forgot about that stupid heating bug with the Apollo capsule enjoyed a nice fireworks display as their service module exploded below them. At some point during this mission, the top cover of the Apollo capsule went missing; a little worrying as it could have meant the parachutes got cooked, but no harm done in the end. After years in space, Tim, Brian and Terri are finally home. They've walked on Mars and "walked" on Phobos, taken a vast number of photographs and produced valuable scientific data, but who cares about that when you can have ALL THE CONTRACTS! The trio also got multi-year additions to their retirement dates, which means nothing now since they won't be flying again, but it's a bump about as large as a rookie gets after their first Moon landing and these three had already done at least one Moon landing each. Coming up next time: The end of this report is getting nearer as missions complete their objectives. The last of the Jovian rovers make their landing attempts, the Venus crew return home and a bunch of contracts pay out to alleviate the whole "ran out of funds, again" thing.
  9. My advice is simple- scrap this entirely and start from scratch. Get a fresh, unmodded copy of KSP 1.10.1, add it to CKAN and then use the RP-1 express install option to install everything you need for RO/RP-1. Pick high graphics to get the highest resolution textures for RSS and RSSVE. I don’t see anything obviously wrong with the mod list you’ve posted, so I’m guessing you’re making some kind of mistake that’s only obvious after someone points it out- using non-pressurised fuel tanks for pressure-fed engines like the Aerobee and not ullaging your engines before lighting them are two I can think of that could cause the problem you’ve described. Set your fuel tank type to -HP to solve the first problem and fire your Aerobee engine at the same time as the Tiny Tim below it to solve the latter. (It’s also possible to get a mod list directly from CKAN, click File > Save installed mod list and save it as a plaintext file, this will include all mods and their versions.)
  10. Blue Draughtsman C2 arrives at Ceres, brakes into orbit and ends up with over 1300m/s of fuel left over- plenty for a landing attempt once the orbital science is gathered. Several days later, Blue Draughtsman C, which launched a whole year earlier, arrives, brakes as much as it can- and is still over 1km/s short of capturing into orbit. The two probes are largely identical, so how did this happen? The answer lies in Ceres' inclined orbit- both probes launched on the most efficient trajectory possible, minimising total delta-V for the transfer and capture burns combined. This meant that both were aiming to reach Ceres at the point where its orbit crosses Earth's, however the earlier window required the probe to fly out further towards Jupiter in order to let Ceres catch up whereas the second one could take a lower energy trajectory and still arrive at the same time. A few days later, Blue Ptolemy C flew past Ceres, also unable to capture due to that poor transfer trajectory. This was followed in short order by the White Ptolemy C2, which captured into orbit with over 2km/s of fuel remaining. This version did have a few upgrades over the older one, including bigger fuel tanks, but again the difference is stark. Scanning Ceres took hardly any time at all, but covering 100% of the surface will take time due to the inclination keeping one pole in darkness. A quick look over to Jupiter as the White Euclid Io makes yet another pass over Io, bringing its apoapsis down steadily over time. It took days of doing this to realise that instead of spending tens or hundreds of metres per second to enable a future flyby, I could spend tenths of a metre per second by changing the trajectory several orbits in advance. Io is definitely going to be a tricky one to land on, but with enough perseverance or cheating I'll get there eventually. At the other end of the Galilean moons, White Euclid Callisto arrived for its landing attempt. The same issue with the ventral RCS thrusters that affected the Ganymede landing struck again, even though I checked both thrusters while the upper stage was still attached and both worked fine; but decouple the upper stage and one stops working, odd. After a long and nervous braking burn, the rover touched down with a mere 3m/s of fuel left in the tanks- after pumping most of the propellant from the rover itself into the braking stage. Two down, two to go... I took some time to check on the other rovers scattered around the solar system and prodded many into going in search of new biomes. The science returns were considerable, resulting in the single biggest haul of free KCT points I've ever had. Oh yeah, and it's 1967 already! I've been warping from node to node for quite some time and didn't even notice the calendar tick over. Coming up next time: A really close up view of Saturn's rings, and three intrepid explorers return from the Red Planet and its innermost potato moonlet.
  11. If you want a fleet of regularly spaced satellites in one orbit, there are some tools that could help: Resonant Orbit Calculator: https://forum.kerbalspaceprogram.com/index.php?/topic/177833-112x-ksp-resonant-orbit-calculator/&do=findComment&comment=3439940 Allows you to calculate a resonant orbit to deploy any number of satellites in an orbit of any altitude with even spacing between them. MechJeb: https://forum.kerbalspaceprogram.com/index.php?/topic/154834-112x-anatid-robotics-mumech-mechjeb-autopilot-2123-23th-august-2021/&do=findComment&comment=2917905 Using the maneuver planner mode, can create and execute nodes including a resonant orbit function, plug the numbers from ROC into it and it’ll do the hard work with fairly high precision. Kerbal Engineer Redux: https://github.com/jrbudda/KerbalEngineer/releases Gives a more precise orbital period indicator than stock, you can synchronise your orbits down to 0.01 seconds. Station Keeping: https://forum.kerbalspaceprogram.com/index.php?/topic/173518-19x-stationkeeping-restationed-precise-synchronous-orbits/&do=findComment&comment=3345759 Not one I’ve used before, but as far as I can tell it’ll automatically keep your satellites in a specified orbit in the background, so once you have them in position they shouldn’t drift. The way I’d do it is- launch to low orbit, boost apoapsis to final orbital altitude, create circularisation and resonant orbit burns with MJ maneuver planner to occur at the same time (use “after a fixed time of 0s” on the resonant orbit) and merge the nodes with node editor, complete burn, deploy satellites once per orbit and circularise, keeping an eye on their orbital periods and syncing them up as closely as possible, use Station Keeping to keep them in place. Remember to make your individual satellites decouple with zero force or it’ll throw everything out of sync.
  12. You’re seeing different numbers because air-breathing engines are much more efficient than pure rockets in terms of ISP, so their delta-V is much greater. The Rapier in particular has variable efficiency with speed so the numbers will change in flight, then switching over to rocket mode you’ll get a totally different number again. And of course, atmospheric versus vacuum ISP for something like the NERV makes a HUGE difference. Spaceplanes are tricky, since unless you’re using rockets all the way to space (bad idea), using only NERV rockets (difficult due to weight and low thrust) or else using propellers for atmospheric flight, you’ll have two different fuel mixes to contend with: liquid fuel and oxidiser, and liquid fuel and air. Getting the ratios right can be difficult since in both cases liquid fuel is required- pack too much oxidiser and you’re carrying around dead weight, pack too little and you could run out. All this assumes you’re in an atmosphere with oxygen in it, which Eve and Duna don’t have; propellers are useful here, but their top speed is limited. One reason for using NERVs on spaceplanes is that they simplify the fuel arrangements significantly by removing the oxidiser requirement. You’ll still need some “proper” rockets to boost out of the atmosphere due to the NERV’s low thrust, but if you’re already using Rapiers then that’s taken care off. The real question is, what is this spaceplane for? Carrying all that plane-related gubbins about with you will eat into your delta-V margins and unless you’re going somewhere with an atmosphere they’re just dead weight.
  13. Just getting somewhere as fast as possible isn’t important when you want to actually stay there. Delta-V is precious, time is not for these missions. In this case both sets of probes were arriving at Ceres at the point where its orbit crossed the plane of Earth’s orbit, saving a lot of delta-V over doing a significant plane change in solar orbit; however the first window required the apoapsis to be much higher in order to let Ceres catch up to that point whereas the second window was a near-perfect Hohmann transfer, reducing the delta-V needed both for the transfer and capture burns quite significantly. And by significantly I mean somewhere around 2-3km/s.
  14. Thompberry! And he’s a scientist too! As for the tourist rocket, oh dear… KV pods are really, really draggy. Even with a 1.25m pointy thing on top (nosecone, Mk1 pod…) they produce massive drag and will waste a lot of delta-V low in the atmosphere as you fight to push through the transonic drag. They also have no reaction wheels in them, so you need an external reaction wheel of some sort (either a proper reaction wheel, another pod that has one or a probe core) to have any real control. The upshot is they also have their own decoupler so you don’t need a decoupler underneath it, and they also have their own built-in heatshield with ablator which is reasonably heat-resistant- plus that drag is a help rather than a hindrance coming back down. Best to put them inside a fairing though…
  15. Minimum Ambient Lighting- because blundering around in the dark, unable to see anything that’s going on, is no fun at all; but turning the ambient lighting permanently high makes everything oversaturated in the light. Just being able to change between “day” and “night” settings is a great help right now in KSP, especially when trying to take screenshots in the dark that are actually visible, and I see no reason why it wouldn’t be any less useful in KSP2.
  16. I see three little green dots and something that might be a grey triangle, but that’s it. Ambient lighting needs to be higher when screenshotting in darkness, otherwise the pictures are too dark to make anything out.
  17. The best way to protect against solar radiation is to point your crew parts away from the sun, preferably with some wider fuel tanks/service modules/other gubbins underneath. The tanks and other gubbins will block out incoming radiation and create a “shadow” which the crew bits will sit in, shielded from basically all the radiation even during a solar storm. Travelling through the radiation belts of Kerbin at the speed required to reach the Mun shouldn’t add more than a few percent exposure each way; yes, the radiation is powerful, but you spend very little time in the dangerous areas before hurtling out beyond their reach. You’ll get a bit more radiation once you leave Kerbin’s magnetosphere, which points outwards from the sun and reaches about 2/3 of the way to the Mun’s orbit- it’s toggleable by pressing numpad 0 or by pressing B in map/tracking station view and then showing or hiding the various layers.
  18. Right click KSP in your Steam library, then click manage, then Browse local files. If that option isn’t there, right click KSP and click Properties, then local files, then browse local files. Steam puts stuff inside Steam/steamapps/common so if you can find where Steam is you’re half way there already- C:/ProgramFiles(x86) is a good place to start.
  19. Poked some rovers and sent them off to biomes new, poked Ganymede with a rover despite dodgy wheel suspension bouncing it off the ground at considerable speed and nearly breaking stuff, watched two probes sail helplessly past Ceres because their transfer window was terrible and they lacked the delta-V to capture (How bad? Well, the copies of those missions I launched a year later are arriving at the same time and with a lot more fuel left in the tanks!) and did a bit of gravity pinball among the moons of Jupiter, again…
  20. So many probes, doing so many things, going to so many places... It's hard to keep track of what was where when. First, up, the White Herschel probes began arriving at their targets, all aiming for polar orbits to maximise data gathering. This one is at Ganymede, I think? Except for the Io probe, which decided it was going to do this: Somehow, SOMEHOW, it has managed to reverse its course around Jupiter completely. And boost its periapsis from inside Io's orbit to outside Europa's. WHAT!? Let me just load the last save to check... Yes, a PROGRADE orbit of Jupiter! I suspect that Io encounter may have been involved, though for some reason the Europa probe was also on an escape trajectory out of Jupiter's SOI and had to be cheated back into place since it happened after I'd done this. With the glitch recovered, the Io probe made it to orbit of Io- but only just! More probes arrived at more moons- this one might be Callisto, or possibly Ganymede... This one might be at Europa? I honestly can't tell any more, there have been too many of these identical probes doing too many burns lately. And rather ironically, the Blue Bishop Jupiter completed its flybys with a pass over Ganymede, but only after the dedicated orbiter mission had already arrived. BBJ then captured into Ganymede orbit as well to augment the science gathering there. A few other missions called for attention in between all this Jovian stuff- most importantly the Mars ship's departure burn to head back to Earth. The lander is staying put because a) I can use the smaller engines to do course corrections more precisely, and b) it has enough delta-V to capture into Earth orbit, whereas the ship itself does not. It also holds all the samples, though the lab has processed them all by now so it no longer matters. Over at Vesta, the first White Ptolemy to reach its destination parks itself in a nice polar orbit for optimal scanning, with a decent fuel reserve to change its altitude if necessary. And just when I'm sick of looking at Jupiter, along comes the White Euclid mission to throw four more vessels into the mix, needing four more sets of nodes to somehow land on each of the Galilean moons. The upper stage captured into a pretty eccentric orbit that dipped below Io and above Callisto, then released the four rovers. Once at a safe distance, the small relay was also deployed with its four X-band dishes pointed at the four Galilean moons and the larger Ka-band dish pointed at Earth. Each of the rovers has an X-band omni antenna on it, though their range is probably limited and the elliptical orbit of the relay will make it hard to get a good signal. But it's worth a try, right? As it turns out, these rovers have some kind of problem with the delta-V readouts, which significantly overestimated how much delta-V they had. I found this out the hard way as the Ganymede rover approached Ganymede and the delta-V decreased far faster than it should have, ending up with a shortfall of about 2km/s compared to what had been promised. In addition, one of the two ventral RCS thrusters designed to give some throttle control during the final descent didn't work at all, while its symmetrical copy on the other side worked just fine. One bizarre wheel suspension glitch that launched the rover, with almost no fuel left at all, into the air at 30m/s upon landing, later and the rover was safely on the ground. There's plenty of science to gather here before it sets off half way around the moon to reach the rover waypoints. Watch out for the falling mirrors, angry marines in mech suits and protomolecule monsters! Coming up next time: In a strange twist, the two copies of Blue Draughtsman and White Ptolemy sent to Ceres over a year apart are arriving within days of each other; but the second transfer window was so much better than the first that the second set will capture with fuel to spare while the first will be well short of making orbit. Things Stock KSP Doesn't Teach You #452- not all transfer windows are created equal, especially when everything orbits in noticeably different planes.
  21. Walls? Where we’re going, we don’t need *flips visor down* walls… Because magic air-retaining force fields are everywhere in Star Wars and can even deal with spaceships flying in or out at high speeds. The real reason I don’t understand why it exists is the ubiquitous use of artificial gravity technology- whether that’s the hover-everything used in everything from Star Destroyers to speeder bikes to luggage carts or the fact that every large spaceship has its own internal gravity towards the “floor” of the ship, rather than something as pitiful as thrust gravity as in The Expanse, never mind spin gravity like a ringworld uses. If you’re a galaxy-spanning civilisation with access to many billions of solar systems and their associated planetary real estate, why do you need a ringworld at all?
  22. Nice little sidetrack into a bonus episode of The Mandalorian there… Wait- WHY IS THERE A RINGWORLD!?!?
  23. Why do you want v5.1 when there’s a 5.2? You can manually select the version CKAN installs- select Community Category Kit, then on the right there should be four tabs, one of which is versions. Click the versions tab, then check the box for the version you want to install and CKAN will install it for you.
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