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KSP2 Release Notes
Everything posted by jimmymcgoochie
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There are a couple of mods that make Cape Canaveral look more realistic and with the real launchpads. I can’t remember what they’re called but if you search for Canaveral on CKAN you should turn them up pretty easily; they’re also included by default in the high-graphics RP-1 express install which might help you find them.
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Light lag would make interstellar missions an exercise in futility- oops, your really expensive interstellar probe got destroyed after a decades-long trip because you started the braking burn 4 seconds late so you arrived at Gurdamma with a periapsis of 10km instead of 100km and couldn’t make the tiny tweak necessary to adjust the trajectory. I expect the science system in KSP2 to be markedly different than KSP and the overall gameplay strategies will be radically different with colonies etc., so adding light lag would be an unnecessary complication.
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Depends, I use several versions. My original first ever career game is still sitting there in 1.7.3 (the newest version out when I got KSP), though I doubt I’ll ever go back to it as it’s a messy mishmash of many mods; I have a variety of different saves from 1.8 to 1.11 on the go and a partially ready 1.12.3 RP-1 experimental game ready to go as well. I’ve never gone below 1.7.3 though.
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totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Remaining Kerbals in the Astronaut Complex: -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Well, that’s one way to not go to orbit I suppose… -
Alien viruses wouldn’t work on Earth. Let’s assume this virus uses a ribonucleic acid as its genetic material- this could be DNA as for most cellular organisms and some viruses, or RNA as for the other viruses (COVID-19 is an RNA virus IIRC), or it could be some sort of weird other ribonucleic molecule that doesn’t exist on Earth at all, in which case the virus can’t replicate and dies. Let’s assume the virus uses RNA- what type? Positive strand, negative strand, single stranded, double stranded, some strange alternative arrangement with 3 or more strands interwoven? RNA is an incredibly diverse molecule used in a staggering variety of ways in living organisms. If the virus uses an unusual type of RNA then it might not work with the bio molecular machinery available here on Earth, in which case the virus can’t replicate and dies. Let’s assume the virus uses positive single stranded RNA like COVID-19; the protein-coding sequences run from the 5’ end to the 3’ end and can be directly transcribed into protein. Or can it? Here on Earth ribonucleic acids typically uses Adenine, Cytosine, Guanine, Thymine and Uracil bases (DNA uses Thymine, but in most cases RNA uses Uracil instead), but this alien virus might use something different that doesn’t exist here, so it can’t replicate its genome and dies. Let’s assume the virus uses ACGU like a regular positive sense RNA virus. Now the virus needs to actually replicate its genome. It can use the available RNA bases floating around inside a human cell, and it contains a gene coding for an RNA-dependent RNA polymerase (RDRP) that can create a negative sense copy of its positive sense genome, then make positive sense copies of the negative sense copies. Or can it? The RNA a might have the right structure and the right bases in it, but those bases have to actually contain the right code to get turned into proteins in a ribosome (a large complex of RNA and proteins where proteins get made). There are a few bits before the coding region to help a ribosome grab on to the RNA, a start code to let it know where to begin and get the ball rolling, a sequence of bases arranged in triplets which each code for a different amino acid, potentially some complicated stuff like splice sites and non-coding regions, and finally a stop codon to tell the ribosome to let go. This alien virus needs to use exactly the right set of codes or its genome is a load of gibberish- it probably won’t make proteins, or if it does they’ll be garbled garbage that do nothing. No polymerases are made so the virus can’t replicate its genome and dies. There are twenty or so amino acids used by most organisms (excluding rare ones containing e.g. selenium) and 64 possible combinations of triplets using 4 bases. There are three stop codons, one start codon (methionine) and the other 60 are split unevenly between the other amino acids; the exact distribution varies between species so a sequence that works in a human might not work in, say, a mouse or a fruit fly. This hypothetical alien virus would therefore have to have at least twenty different codons which all matched the correct amino acids or start/stop codons for the target organism to correctly produce its encoded proteins and function- if it can’t do that, the virus can’t replicate and dies. Besides the RDRP, a virus needs to code for proteins that form its viral capsid, the outer shell of the viral particle, and the internal structural gubbins to wrap up its genome and hold the thing together. Those outer proteins are responsible for latching onto receptors on target cells and getting the contents of the virus into said cells, so they have to be structurally and biochemically compatible- like a key in a lock. If they aren’t, the virus can’t get into a cell, can’t replicate and dies. So to sum up- is it more likely that an alien virus happens to land on Earth, happens to have a positive sense single strand RNA genome that happens to use the same bases as RNA does on Earth, uses the same translation markers and amino acid codons as on Earth, coding for the same amino acids as on Earth, for proteins that will function to allow the virus to replicate on Earth; or for one of the many existing viruses on Earth that can already do all those things to swap some genome with another existing virus to make a new, recombinant virus with some new combination of abilities like, for example, the ability to infect humans more effectively. Recombinant viruses are nothing new- the “Spanish” flu in the latter years of World War 1 was a recombinant influenza virus, as were bird and swine flu more recently; as far as I know, so were SARS and MERS which are both coronaviruses too. In fact, the existence of SARS and MERS meant that a lot of details were already known about this type of virus, meaning when COVID-19 came along research teams had some information to go on and could build on that to get multiple vaccines out in a remarkably short period of time. A totally novel virus would be a completely different story- this hypothetical alien virus that just so happened to be able to function normally on Earth and infect humans would be completely new, probably code for proteins that had radically different sequences and structures to those in terrestrial viruses and would probably be unaffected by antiviral drugs- or it could have a fatal weakness to paracetamol, or the pH could be wrong for its charged amino acids, or it might need a hundred times the lethal dose of potassium to even break out of its capsid in the first place.
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OK, something is very very wrong with your KSP- those log files are over 100MB each! That’s not normal… I didn’t download them as there’s no way I’m trying to look at logs that size on a tablet, but I’d suggest you post your KSP version and all installed mods, which are usually shown at the very beginning of KSP.log, and make sure the mods you’re using are all compatible with your version of KSP. (Hint: use CKAN, it does all that stuff for you).
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Bug on startup with KSRSS installed
jimmymcgoochie replied to isdi0's topic in KSP1 Mods Discussions
Find a reputable file sharing site, such as Dropbox, and make an account; Upload KSP.log from the root KSP folder and the ModuleManager files inside KSP/GameData, as well as the Kopernicus logs and if possible Player.log too (see link below); Post link(s) here. https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
I’ve rewatched that part a few times and I just can’t figure out how that got there- it’s clearly the second stage booster as it has the yellow stripe on it and stage one was plain white, but when the chute opens it’s well above the pod and I never saw it fly past on its way down. The navball and chute get in the way a little bit, then suddenly the SRB is sitting on the roof, wobbling a bit as if it just landed and bounced, which doesn’t make sense as it was well above destruction velocity. I suspect you had the ‘tidy up KSC debris’ setting turned on which would have automagically removed it once you recovered the pod itself. You’re missing a trick with the old two-pods-stuck-together-rolling-round-the-KSC-scraping-science trick, though without Bob to reset the experiments it’ll be a lot more difficult to do. -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
RIP Bob He died as he lived- screaming in terror in the noble pursuit of Science!TM Also- FINS. -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Two launches and no fins? Two Fleas to the Kármán Kérmán line was hopelessly optimistic and you should have farmed the launchpad science for all it was worth before even leaving the ground for the first time- mystery goo x4, crew and EVA reports will net you loads of data; you could even be a bit cheeky and put a tiny amount of solid fuel in the booster so it barely clears the pad and use some girders to take the hit when you land. I’m sure I have a stock Black Arrow craft knocking around somewhere -
Improving my dream chaser?
jimmymcgoochie replied to Cloakedwand72's topic in KSP1 Gameplay Questions and Tutorials
COM is quite far forward, it would make the craft hard to fly especially once the fuel in the rear tank has been burnt off; the lack of obvious pitch control surfaces would only make that worse. The question is- what is it for? Does that tiny payload bay actually carry anything inside it or could you swap it for a passenger cabin to make this a crew shuttle? Those don’t look like stock Mk2 parts to me, are they from a mod? -
toty 2021 2021 Thread of the Year
jimmymcgoochie replied to adsii1970's topic in Threads of the Month
Here’s hoping the KSP2 will be updated this year with real authentic genuine actual KSP2 gameplay! -
Any good system replacement planet packs
jimmymcgoochie replied to SaltWT's topic in KSP1 Mods Discussions
There’s nothing in 1.12.3 that would stop you using a planet pack that works with other 1.12.x versions, or anything from 1.8 up really- get a 1.12.3 compatible version of Kopernicus and you should be fine. -
Launching form multiple launch pads.
jimmymcgoochie replied to Cloakedwand72's topic in KSP1 Mods Discussions
Kerbal Konstructs and various mods which use it (TSC, KSC Extended, Kerbinside etc.) allow multiple physical launchpads to be plonked down just about anywhere and even entire bases can be created. There’s a second, rather different way to get multiple launchpads though- Kerbal Construction Time. -
Text Bugged.
jimmymcgoochie replied to Shadycrisp's topic in KSP1 Technical Support (PC, modded installs)
Hi there, We’ll need some more information to get to the bottom of this- KSP version and a mod list are most important, however the log files may also help. Here’s how to get them: These issues look like something has been corrupted in the KSP files, so you might need to make a new copy of KSP and reinstall your mods there. -
KSP might run, but you’ll most likely need to turn the graphics settings right down, avoid nearly all mods and be prepared for the frame rate to tank if you happen to look at the ground. Try to avoid high part counts, turn physics delta-time up as high as you can to make the game run closer to real time and whatever you do don’t crash! (The frame rate thing happened to me when my GPU died, despite 32GB of RAM the game slowed dramatically when I looked down, just because it was using the built-in graphics thingy to render instead of a dedicated GPU.)
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Interplanetary crafts with huge dV
jimmymcgoochie replied to seaces's topic in KSP1 Gameplay Questions and Tutorials
There are a few tricks that can increase your delta-V: Simplify, then add lightness. Do you really need that part? If not, get rid of it and save some weight. Is it really practical to do such a complex mission right now, or can you get away with a simple orbit of Gateway with the occasional coincidental flyby of a moon when the orbits align? Can you get a gravity-assisted capture or aerobrake when you arrive? Try to find an encounter with the biggest moon you can so that its gravity will slow you down relative to Gateway itself and so will help you brake into orbit. The alternative is going for a really low periapsis and using Gateway’s atmosphere to aerobrake, but this is a high risk strategy as you could a) burn up, b) overdo it and fall into the planet or c) get wrecked by radiation, assuming Beyond Home has magnetosphere configs for Kerbalism and you’re using the radiation system. Orbital assembly will allow you to build something larger and heavier than your biggest launch rocket can handle in one flight. You can also launch partly fuelled tanks and then send up a tanker to fill them up later. Trying to cut the corners on transfers doesn’t work very well or very often. Stick to the proper transfer windows and you’ll save a lot of delta-V which means you can build a smaller, lighter mission. Doing long voyages with Kerbalism is hard, but still feasible- here’s a ship I made to attempt a Grand Tour of the stock system, landing on every planet and moon (except Jool, obviously) in one trip: It was huge, slow, laggy, weighed thousands of tons once complete, it didn’t even make it to Moho and I had to skip the Mun and Minmus on the way home too, but it got everywhere else and had decades of supplies for its crew of two. It’s all stock parts too, with the exception of the life support bits that Kerbalism itself provides. There’s no need to build something quite so gigantic for a simple interplanetary mission, but you do need to keep an eye on the life support and also on the crew stress as stressed-out Kerbals have a tendency to accidentally dump food/water/oxygen overboard. Keep the crew happy with a spacious, fully pressurised ship and tick enough of the boxes to avoid stress buildup and you can run missions that last for years- add in the active radiation shield and radiation detox unit that you unlock late in the tech tree and you can run missions that last decades, just as long as you pack enough supplies. -
Are you trying to play the stock tutorials in RSS? Because they won’t work.