-
Posts
4,368 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by jimmymcgoochie
-
Robotic Arm automation
jimmymcgoochie replied to Francesco Fiduccia's topic in KSP1 Mods Discussions
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. -
Magnetic Blood Artificial Gravity.... Safe-ish?
jimmymcgoochie replied to Spacescifi's topic in Science & Spaceflight
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. -
Game loading into black screen
jimmymcgoochie replied to Jakoby's topic in KSP1 Technical Support (PC, modded installs)
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.- 1 reply
-
- 1
-
-
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!)
-
It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
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! -
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.
-
which way should airbrakes face?
jimmymcgoochie replied to not enough fuel's topic in KSP1 Gameplay Questions and Tutorials
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!) -
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.
-
Life At The Top (A KSP Racing Novel) (Chapter 42)
jimmymcgoochie replied to DarkOwl57's topic in KSP Fan Works
In before Max bounces up and over Arcazon's car through a chicane -
Shadow- and Graphical glitches
jimmymcgoochie replied to PalowPower's topic in KSP1 Technical Support (PC, modded installs)
We're going to need a bit more information- your KSP version, a mod list and the game logs are a good start. -
It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
For all that this is a game about rockets and space, I've been spending a lot of time doing plane stuff recently. And today was no exception- new jet engines for the HJ-A to make it the HJ-B and significantly faster- whereas the old configuration could barely hold 300m/s at 10km in a slow descent, the new engines make it capable of holding 450m/s at the same altitude in level flight. (I took the existing HJ-A, loaded the design that included the new engines and saved the edits after repainting it. Some minor details have changed as a result, but it's still the same craft as far as KCT is concerned.) It can probably go even faster than that, but today's flight only needed a speed between 400 and 450 for 3 minutes so 405 was as fast as it went. Good thing too, as the moment I turned off the MechJeb autopilot, this happened: Unclear what that pointy tail bit actually does for the plane, but I'm guessing whoever made it wouldn't have put it there without a good reason. It shouldn't be too hard to repair when the next contract comes up. The upgrades haven't made it any easier to land without massive lairy skids- in fact this one was even worse due to the rear landing gear having steering enabled, in the same direction as the front wheel. And just for the record, I landed westbound... I also checked out a couple of rocketplane designs from the RP-1 Discord server, but none really met my needs so I decided to make my own. Tested to 75km (the limits of the X-2 cockpit) and 1500m/s, it handled both fine and turned out to be a pretty good glider. Which meant absolutely nothing when I tried to land it and discovered it's even more prone to rolling over on landing than the HJ. The solution? Stick tiny little wheels on the wingtips so that even if it does tip over, the wings don't hit the ground. Simple! And it's worth mentioning Custom Parachute Messages now, since I used it on the drag chute for this plane. Great mod, well worth adding to your RP-1 games, it not only gives you the pattern-encoded parachute from Perseverance, but is also fully customisable: I tried to code in Terranism Space Program, but it only accepts 8 characters per line so that didn't work too well- but It's Not Rocket Science fits nicely! Expect to see a lot of parachutes like this in the future. The good news is this plane uses all tooled parts; the bad news is it'll still take nearly six months to build. That's half a year that I'm not making any rockets. A few KCT points were bought and distributed to try and fix this problem: And now for the only rocket launch of this update- Red Clarinet 3. It was originally only meant to be doing a downrange distance contract, but the engine failed to ignite and when I rolled it back to fix it I made some modifications to add a bio sample capsule- it was 8 days to replace the engine and another 8 to add the capsule, and I'm not in that much of a hurry. Refitted and rolled out again, Red Clarinet 3 took to the sky. The contract was easily fulfilled, the biological sample experiment completed for space low and the payload recovered safely in a flawless mission. Flawless, that is, apart from the annoying RSSVE cloud shadows bug. I'm now nearly at March 1953 and still nowhere near orbit, though I downloaded a 20-ton orbital rocket from the Discord and began hacking away at it trying to make it work with the tech I've already unlocked, to moderate success. With a bit more work it might make it to orbit, but it requires integral structure tanks which I don't yet have unlocked and which are expensive both to unlock and tool. Coming soon: Rocketplanes probably, so I'd better get the pilots doing X-1 proficiency training! Forgetting to do the training delayed me in TSP so I'll do my best to avoid repeating that mistake here. -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
"We don't need those little SRBs on this thing." Proceeds to put even bigger SRBs on it 2 minutes later. Thumpers are overkill, you could do a Titan 3 style launch with those- light the solid boosters on the pad, then the core engine when the boosters run out. Which is completely unnecessary for a simple LKO rendezvous, some Hammer boosters with the thrust limiter turned down would do the job for half the price. -
Your Dropbox link has expired. Random guess- is the fuel tanker on a later stage to the crew ship when they dock (e.g. the tanker is on stage 0 but the crew ship is on stage 1)? Maybe a mod is getting confused by that and decides to make everything stage 0, triggering the decoupler and parachutes; but without access to the logs, mod list or screenshots (please include screenshots, they're very helpful- or even better, a video!) that's the best I can do right now. If you replicate the designs and use the cheat menu to put them in orbit, then dock them together, does the same thing happen? Does docking something else to the crew ship trigger it?
-
I Have a Problem!
jimmymcgoochie replied to RegularKSP.PLayer's topic in KSP1 Technical Support (PC, unmodded installs)
Screenshot please. Are you picking a flag for your agency in the main menu when starting a new game (or through the flagpole in the KSC), or picking a mission flag in the editor, or putting a flag part on your vessel, or planting a flag with an EVA Kerbal? -
Orbital info locked?
jimmymcgoochie replied to Wizard Kerbal's topic in KSP1 Gameplay Questions and Tutorials
Screenshot? Sounds like this save might be corrupted, try loading an earlier one? -
It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
A plethora of launches to report on today, spanning a year of game time due to glacially slow build times. First up, Red Piccolo 2- largely the same as its predecessor, but with the newly unlocked XASR-1 engine config producing double the thrust and a third fuel tank to provide the extra fuel needed. I also fixed the thermometer so it works this time. Its mission was to cross the Karman line, a task which it was more than a match for: an apoapsis of over 150km and breaking speed and altitude records along the way made it a very profitable flight on top of the science data gathered from the upper atmosphere and low space. On its descent back to the surface the fins got ripped off, then it smashed into the ground and was destroyed exactly like how I thought the Red Piccolo 1 would. Red Piccolo 3 was next, but I forgot to screenshot that one for most of the flight. All I have are a few shots of the return section- bio sample capsule, avionics, science gear and a parachute- however the mission went flawlessly and useful science data was gathered, along with more contract money. The design was essentially the same as the Red Piccolo 2 above, but with some extra gubbins on top of the avionics and two decouplers to ditch the fuel tanks at either end. A noticeably longer build period later and Red Clarinet 1 arrives at the pad, the first 1.25m diameter rocket using the RD-100 engine, launching a camera, bio sample capsule and some sounding payload. It broke 2km/s and 300km during its flight, smashed the 60km target for the sounding rocket contract and returned safely from a suborbital trajectory, yielding a significant contract payout and a lot of science. Twenty science from that single rocket gets a free KCT point all of its own. At this point I should have started the upgrade for Mission Control to allow an extra contract to be accepted, but I forgot about that and spent it all on KCT points instead. The next launch was Red Clarinet 2, nearly identical to its predecessor but with new aluminium fuel tanks and the RD-101 config packing about 30% more thrust. Angled slightly on the pad to get some downrange distance, it dispensed with the spin stabilisation used on the Red Piccolo rockets (well, it would make the photos blurry, wouldn't it?) It went even higher and faster than before, helped somewhat by the lack of heavy sounding payload, reaching 3km/s and 400km. Despite the parachute getting a bit hot during re-entry, no harm was done and the science payload was recovered safely. Another ~19 science gained makes for another free KCT point and a whole lot of nodes that can be added to the queue- enough to keep R&D going for many years at its current rate. This mission also completed a contract for low space film return, netting an extra 30k funds. At this point I finally upgraded R&D, though it'll take over 6 months to complete so will probably be ready at the end of the year. The final launch for today is the Red Oboe 1, created by sticking a lightly modified Red Piccolo on top of a Red Clarinet with some fancy avionics to give it proper control. Attitude control will be handled by movable fins and the engine's thrust vanes providing limited gimbal ability. This mission has a minimal science payload, but then again it doesn't need one: it's going for the 3000km downrange contract. The first stage uses the RD-101 and stretched tanks of Red Clarinet 2, while the upper stage uses new 40cm aluminium tanks; between the two is a decoupler with two spin motors on it designed to spin and ullage the upper stage after separation, then decouple from the upper stage to lighten it. The first stage performed well until the engine abruptly cut out a couple of seconds early. The separation system worked exactly as intended and stage 2 took over, boosting up to higher speeds and altitudes than ever before- over 5km/s and 900km. The success of this flight is one step closer to orbit, however it's almost October 1952 so first orbit will have to wait until at least 1953. If I decide to do some plane-related stuff then that will only push first orbit back further. Coming soon: Pushing towards orbital velocity as improved technologies become available, though Red Oboe 1 was almost at the limits of the current launchpad so I might need to build a bigger one. -
Tracking Station object list "options"?
jimmymcgoochie replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
As far as I remember, it should already sort by time to next node? If the stock tracking station doesn't do this, the mod Tracking Station Evolved definitely does- as well as sorting by celestial body, craft type, mission duration and ordering by various parameters including name and MET, it also allows you to search for a specific craft name in the tracking station and go right to it. I'm not entirely sure that it's working fully with KSP 1.12 due to the stock alarm banner covering up some of the TSE buttons, but on 1.11 and earlier it's a massive improvement. -
It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
Nope, I'm done with those. I have an entire orchestra to get through just sticking with the musical instrument theme, but I've already done pastry-type things and if I reused names I'd just confuse myself. -
Terran(ism) Space Program (finished!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
Montage can be found here: https://imgur.com/a/Q5CTX3d Brand new RO/RP-1 career report can be found here: -
RP-1 isn't so bad. I mean, I've done it before* and that went fine**. But, that was on easy mode because it was my first try, and there's a load of new stuff now to make life more difficult, and now I'm going to be using moderate difficulty settings. But come on, how hard can it be- it's only rocket science! A few ground rules for myself before I start: each mission gets one (1) retry if I do something wrong; if I mess it up on the second attempt then that's that; however if it's a game glitch or bug then I reserve the right to take multiple retries. I'll be trying not to just repeat everything I did last time too, which is necessary to some extent because of pressurants and residuals which would make my earlier designs non-functional, and while it would be nice to try and compete with my unusually speedy achievements from last time (first crewed orbit in 1957, crewed Moon landing in 1960 and Mars landing in 1965) I have no doubt that I'll be slower this time both because of the higher difficulty settings and the higher difficulty in general thanks to RO and RP-1 changes that I didn't have last time. The first big question: what do I build first, a rocket or a plane? Rockets at this stage are mostly single-use whereas planes are reusable, however rockets can also much higher and faster and so will actually get some science data whereas the plane will have to maintain a fairly high speed and altitude to get any science at all, and even then from only one experiment since flying low science was removed from Earth. In the end I went with a rocket, the same basic design as last time- Tiny Tim booster, 38cm Aerobee rocket with the WAC engine and some science stuff stuck on it. One thing I'll be reusing from my last playthrough is the Rainbow Codes naming scheme, since this avoids having to think of proper names for stuff. This first rocket is Red Piccolo 1 (because the piccolo is the smallest woodwind instrument). Simulations said this thing could hit an apoapsis of anywhere between 95km and 122km depending on variance- using one propellant more or less than the "normal" values and/or differing ISP and/or thrust- but the real thing was quite lucky and drained all propellants pretty evenly to reach an apoapsis of 118km. It was only after it reached the apoapsis that I realised the thermometer on this thing was "shrouded" and so wouldn't generate any science data at all. At this point I considered range safety-ing the rocket as it dropped below 40km and science generation stopped, but instead I let it fall back to the ground near the KSC. And then- *boing* For reasons I can't quite work out, the first impact with the ground at over 100m/s only destroyed the engine, sending the rest of the rocket bouncing away at a shallow angle at about 30m/s or so. Further impacts sheared off a couple of fins, but the majority of the rocket survived intact and was recovered. I really wasn't expecting that! On the plus side, recovering a vessel from a flight gives 5 science- a pretty big deal when the first set of nodes cost 1 science each and the combined data from the barometer and thermometer from flying high gives 6 science- which got the research labs up and running earlier than expected. Various speed and altitude records were broken up to 100km and 1200m/s, each of which paid out a few thousand funds. With those payouts, the contract for first launch and some advances for a crewed flight to break the sound barrier and an X-planes contract, three KCT points could be bought. Even split so far because of the one point you have to put into the VAB at the start of the game to make it not take decades to build anything. My strategy for investing KCT points hasn't been decided yet, it's not clear whether getting rockets launched more frequently or research moving faster is the better option. Three months later, my first plane is ready. I stole it off the RP-1 discord and repainted it, then stuck one of my four pilots (by some weird coincidence they're all female) in the cockpit to take it for a spin. The design performed as advertised, reaching an altitude of 16km before having to descend again as the cockpit wasn't pressurised and the pilot would suffocate beyond that, and then reaching supersonic speeds in a shallow dive before returning to the runway. Test simulations showed that this thing can hit 400m/s if flown correctly, but it's easy to rip the wings off by being fat-fingered with the controls at that speed. Landing, on the other hand, is a little bit dicey- due to the nose-high landing gear configuration the front wheel touches down first, making it prone to veering to the side and ending up in a massive drift; on the first simulation this resulted in a lot of explosions, but since then I've mostly got the hang of it and the skidding can be controlled to avoid crashing. After skidding off the side of the runway I lost the bonus payment from the "break the sound barrier" contract, but the plane was intact and taxied back to the runway like nothing was wrong. The sound barrier contract paid well- 21k funds on its own, enough for another KCT point by itself- and with more X-planes contracts available the plane was recovered and ready to fly again the next day. Unfortunately, I bungled the fuel levels leading to it running out of fuel before completing its contract and forcing an emergency landing, where once again it did a massive powerslide but avoided damage. For the second flight in a row, the drag chute opened during the takeoff roll, which I blame on the setting that makes it deploy on ground contact and which I fixed for future flights. Flight number three was more successful, completing the contract and grabbing some supersonic flight science- an experiment that needs at least three flights to complete and which is just possible with this design. On the way back to the runway the pilot decided to "test the low-speed handling characteristics", which I think translates to "whoops I'm overshooting, better do some barrel rolls to try and slow down"... But it was a good decision- even with the drag chute deployed, the plane was *this* close to skidding off the end of the runway. Two more flights followed to gather the rest of the supersonic flight data, worth a total of 15 science. No contracts for those flights, but kerosene is pretty cheap and the plane could be turned around within a day so it wasn't really that expensive. The first science node to be researched contained an engine upgrade to the XASR-1 config- twice the power, but only 40 seconds of rated burn time. Adding an extra fuel tank, a biological sample capsule and a parachute kept the overall delta-V the same but greatly increased its scientific payload; the test sim was successful, peeking above the Karman line, and the rocket was put on the build list as Red Piccolo 3. Another design was also tested, this time a much larger rocket using the much larger RD-100 engine and 1.25m fuel tanks. Even with a camera can, bio sample capsule, parachute and 150 units of sounding payload on top for a contract, this design still managed to fly to over 300km altitude and return the payload safely to the surface. Provisionally named Red Clarinet, it will likely be added to the build list as soon as the tooling costs can be paid. The upgraded RD-101 config would make this thing even better, but that's 10k funds just to unlock it and I don't have enough for that and the tooling. The beginnings of a downrange rocket are taking shape- perhaps double stacking Red Piccolo stages on a Red Clarinet will push it over the 3000km mark and complete that very valuable contract? Coming soon: More sounding rockets of varying sizes, plus the possibility of a rocketplane.
-
Launched the first rocket of my brand new RP-1 save. It hit a maximum apoapsis of 118km, near the upper end of what I got in test simulations (variance and residuals produced an apoapsis of anything between 95km and 120km, so there’s no guarantee that something that worked in one simulation will work in another- or the real flight!), then dropped back down towards the KSC, hit the ground at about 100m/s and- Bounced? And somehow survived!? The engine was destroyed and a couple of fins were lost, but the majority of the vessel was still intact and recovering that gave five science I wasn’t expecting this early. When the first set of nodes cost 1 science each, getting 5 is a big deal!
-
THIS. So much this. Have you SEEN the state of RSS? Most bodies have two terrain modes: steep hills or millpond flat- Mars, the Moon, even large swathes of Earth are unnaturally smooth. The terrain textures (and most of the height maps) are mostly built from real data, so half of Phobos is covered in ridges like rice paddies where it looks like the limited radar mapping hasn’t worked particularly well; Mercury’s texture looks weird because of how visible imaging cameras work on fast-moving spacecraft (and nothing has really been there); the Jovian moons are really odd looking with areas of sharply focussed terrain and others where it’s all blurred, no doubt as a result of images taken at different distances in Jupiter orbit since nothing has really been to any of them; and anything from Saturn out is a mess owing to the extremely small number of probes that have been there (a total of one Saturn orbit mission, Cassini/Huygens, and nothing but Voyager 2 which flew past Uranus and Neptune). And all that is with the highest resolution textures available for RSS, which are so large that they break SCANsat and you have to disable its visual scan systems to avoid crashing the game all the time. Also, real planets are BIG- they need suitably BIG terrain textures or everything looks awful in flight and in orbit, but that takes up a lot more memory and processing power. Compare that to the recent Show and Tell videos of KSP2 with all the highly detailed terrain and atmospheric effects going into places like Gurdamma, then imagine trying to apply that level of detail across a planet that has several thousand times more surface area in a realistic way. And now that Ganymede is done, let’s start on Earth which is several times larger again and which everyone will pay attention to (wouldn’t you like to be able to launch rockets from in front of your own front door? Sorry, your entire town doesn’t exist except as 3 grey pixels on the map and a flat expanse of empty terrain with one tree randomly plonked down in the middle). The real problem with real life is that in many cases the details just aren’t known, certainly not well enough to create realistic looking models for a space exploration game. Either you have to use the limited information available, or just make stuff up- at which point, why not just use fictional planets instead? RSS hovers close to the uncanny valley: fine at a distance, but get up close and the details start jarring, breaking the immersion. I’ve already explained why this is a bad idea from a gameplay/balance perspective (TL;DR, parts balanced for stock scale are puny in real scale, parts balanced for real scale are overpowered for stock scale) and also from a game development perspective (TL;DR, adding a large feature like Sol system with all the work that entails isn’t a good use of development time since it isn’t a core game mechanic, doesn’t fit the “Kerbal” thing at all and only a small proportion of players want it). I also feel obliged to point out, again, that the developers have explicitly stated that KSP2 will stay entirely at Kerbal scale, so no real scale planets will feature as part of the base game.
-
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Hmm… I figure 800 to land, 800 to return to orbit and at least 300 to return to Kerbin. The margins are going to be very tight on this landing! Still, if all else fails you can use the old “get out and push” technique to get your Kerbin periapsis down.