-
Posts
4,331 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by jimmymcgoochie
-
A flurry of transfer windows in rapid succession resulted in the departure of: a cryo-fuelled scanning probe to Gilly, with a smidge over 9km/s of delta-V to get all the way down to Moho’s low, low orbit and then stop when it gets there; a rover heading to Eve, which doesn’t need nearly as much propellant as it can just tank into the atmosphere to slow itself down (hopefully, the engine failed after a course correction burn so no way to slow it down now!); and a crewed mission to Duna and its moons with Val as mission commander, Bill as engineer, Bob as chief scientist and newbie Valmal as second scientist- the latter is now known as Mal by the rest of the crew, but she’s not happy about it- which will be augmented by a crewed rover on the surface of Duna to give whoever is going down to the surface something to do; due to various restrictions the lander for this mission is a single seater and will need to be reused for both Bop and Pol if at all possible. Hybrid NERV/Wolfhound propulsion delivers the best combination of thrust and efficiency available for the transfer burn, but there’s a lot more liquid fuel than oxidiser as the NERVs will be doing most of the work now. @Jack Joseph Kerman Do you know that repair kits can be stacked in inventory slots? You can put up to four of them in a single slot which would give you either a lot more repair kits, or a lot of space for other stuff too.
-
[1.12.2] Tea Kettle RCS 1.2 | Dec 22, 2022
jimmymcgoochie replied to JadeOfMaar's topic in KSP1 Mod Releases
60kN nuclear RCS!? (Where do I sign up? ) -
The Gaelan Space Race (we have a winner!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Challenges & Mission ideas
@Spaceman.Spiff@Selective Genius @minerbat @GuessingEveryDay @Lewie Can I get a status report? -
If you want some fancy ignition effects, throttle up just a little bit at first and then give it full power later. Slow start-up is fine when you're actually playing with realism mods, but outside of that very specific condition leave it as is.
-
PSA- save regularly, you never know when a glitch might strike and you don’t want to have to spend lots of time repeating what you’ve just done because the last save was from too far back… In other news, landed a rover on Moho within a kilometre of a Wrinkle Ridge (which apparently looks like hot fudge, according to the scanning arm; 600 science though so I’m not complaining!) and with great views of Gilly as it passes overhead. Not shown, the nuclear transfer stage that managed to land the rover on Moho without needing its carefully balanced skycrane. It was the same thing that I’ve used to put other probes into Moho orbit but even though I set the alarm too late by forgetting to add a margin for the burn length so overshot a lot, there was plenty of fuel left even after it landed. Skycrane could have been useful, only it blocked the scanning arm so had to be disposed of.
-
Walt: Look, for the last time, there is absolutely no way that we could have moved that asteroid! It was over a thousand tons of metallic rock travelling well above escape velocity; every sensor we had said that it would miss Kerbin by over two hundred kilometres; then when we realised its course had been shifted our only available craft successfully grappled to the asteroid but was completely unable to move it by more than a few millimetres per second. It. Could. Not. Be. Stopped. Journalist (that same annoying one from Part 14 https://forum.kerbalspaceprogram.com/index.php?/topic/203971-into-the-snarkiverse/&do=findComment&comment=4017268): So you're saying that the detection systems incorrectly mapped its trajectory and you ignored the potential threat until it was too late? *thwack!* Ow! Val: Happy asteroid day! *yeets another lump of asteroid at annoying journalist* Come on, those are teeny tiny little bits of asteroid, surely your detection systems can map their trajectory! *yeet* Redirect this! *everyone runs for the exits* Walt: I've been wanting to do that for years... But then I'd get fired. Val: I guess that's one advantage of "space madness". Also, why are you still wearing that hazmat suit? Did you lose another bet? Walt: No, no, I actually like the suit. It's cozy, and on days like today it helps with the toxic atmosphere in these briefings. Val: Very punny. Now help me gather up those rocks before Wernher notices they're gone. *** Wernher: Zero casualties, that's a relief; but soon we'll have every idiot in a hundred kilometre radius trying to sue us because they think that asteroid was somehow our fault. Have they just forgotten that The Anomaly exists? Linus: You'd be surprised. We look at it every day, but to many out there the Space Program only crosses their minds when something significant happens- like a thousand ton asteroid hitting the planet, for example. And while we're on that subject- there's a weird reading on this next one, the classification system seems to think it's a Class I; I thought only comets could be that big? Wernher: Periapsis? Linus: About 12,000 kilometres, give or take. Wernher: We could send up another Asteroid Interceptor to find out what it's really like, assuming the Chief Bean-counter will let us. Mortimer: I heard that! Although the way things are going, maybe it would be good to look proactive? Still, we need a pilot and I don't think Val's interested in poking at yet another space rock. Jeb: DIBS! Jeb: The sun looks a bit odd today and it definitely feels hotter on my face. Gene: Jeb, you're in the middle of a solar flare and you're pointing your face at the sun!?!? Jeb: Oh, so that's what that alarm meant... Fine, pointing engine at sun. Ooh, a rock! Jeb: Boop, asteroid intercepted. I'll grab some chunks and head back before I grow a third eye or something. Gene: Good idea. *inaudible muttering* Jeb: One for Morty's gift shop postcard collection and then I'm outta here. Mortimer: I don't think we'll sell many of those, what with the whole "asteroid crashed into Kerbin" thing. Jeb: That sounds like a you problem. Before I go, I hereby declare that this asteroid shall henceforth and forevermore be known as "Jeb's Rock". Val: You can't do that! Jeb: Just did. Deal with it Val: Can he do that? Gene: Who even knows... *** Mortimer: So you're saying that if I give you some money to make this contraption, you'll use it to return the Dres Express to the surface of Kerbin and make back more money that we're spending? Bob: Precisely. Also I think I left some samples of Minmus up there and it's really been bugging me lately. Mortimer: Fine, but try to land near the KSC, will you? Bob: This close enough for you, Morty? Mortimer: *happy accountant noises* Wernher: You were right, Bob- you did leave those Minmus samples in there this whole time. Bob: *happy scientist noises* Bobak: The team at Glacier Lake just called- Ultra-Rover 3 just drove up and parked on their launchpad, they've secured it for recovery and will be sending it back to us as soon as they can. Linus: *happy scientist noises* *alarm* Gene: What's that? Wernher: The Moho rover must be arriving at- oops, forgot to add in the margin for the burn so it's about 5 minutes too late starting the capture burn. Not to worry, there's plenty of extra fuel on that nuclear stage. Wernher: In fact, there's so much fuel that we could probably land with just the nuclear stage. Wernher: Shame we have to ditch that skycrane, it might have been useful at some point but with that in the way the robotic arm can't deploy. Linus: It has that new rover smell. Wernher: ...right. There's some kind of magma vent not too far away, we can try the scanner arm out on that first. Val: All that scientific gubbins just to tell you that the floor is lava? Bob: It's a bit more complicated than that. But also, yes. Wernher: Is that Gilly again? I knew it orbited fast, but I don't think I realised just how fast until I saw it from the ground like that. Gene: Everyone, I have an important announcement to make. The crew for the first voyage to Duna has been chosen. Mission commander: Valentina. Val: Woot! Chief scientist: Robert. Bob: Yay! Chief engineer: William. Bill: High-five! Second scientist: Valmal. Valmal: Woo! Wait, you're putting two Vals on the same ship? Val: Well, I'm Val, so you have to be Mal. Valmal: Ooh, that ship has a greenhouse on it! I can make all my new SpaceKaleTM recipes! Val: Executive decision- Bob's on chef duty.
-
I really like Beyond Home and it would be great to keep this going somehow, but pushing faster through the (rather boring) moon hopping stuff to get to the interplanetary stage. BH has a lot of really interesting planets to see even without getting to the interstellar part of it but I feel that this series has bogged down in mundane missions inside Rhode’s SOI rather than doing more exciting exploration further afield.
-
Is Jeb more powerful than Val?
jimmymcgoochie replied to Staticalliam7's topic in KSP1 Gameplay Questions and Tutorials
Val’s stats are marginally better than Jeb’s, I believe she’s less stupid but equally courageous. Role play it however you like, but them’s the cold hard numbers. -
No, no, a billion times no. What you’re suggesting adds up to paywalling virtually all of KSP2’s new features- colonisation, interstellar travel etc.- for no reason other than greed. Awful idea, mods will cut the legs out from under it, 0/10 would definitely not recommend. And before you ask, I bought both KSP DLCs. Civ 6 and Sims 4 are textbook “how not to do DLCs” examples, putting tiny slices of mediocre content behind paywalls and overcharging for them; I once got about £150 worth of Civ 6 content for £30 including the base game (the base game itself was usually about £30) and most of those DLCs were single scenarios and/or a couple of new factions and maps, definitely not worth the price they charge for them- if I had spent the full price on those, I’d feel decidedly cheated out of my money. If KSP2 is as modding friendly as promised, why would the developers try to paywall stuff when they know mods will just replicate the stuff anyway?
-
Have the contract list open in the right side of the screen in flight and make sure every parameter has a green tick beside it. Both the Flea and Terrier have had new models added over time so it might be the contracts are looking for the old versions; you can find them by using the advanced part filter options in the editor, click the little arrows at the top left to access those.
-
The Gaelan Space Race (we have a winner!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Challenges & Mission ideas
I don’t seem to have any rules specifically forbidding this, so looks like it’s OK . -
Deployed a hacky hack to fix a serious issue in the Snarkiverse- due to Kerbin and Dres having the same SMA, the Sentinel system just couldn’t work and spammed exceptions; bumping Dres’ SMA by one fixed that problem entirely, without affecting the overall orbit or its quasi-satellite status as it’ll take a huge number of orbits before a 1m difference in orbital diameter is visible on orbital scales. Also went chasing after a Class I asteroid, which I didn’t know was a real thing- I thought only comets went above Class E? Still haven’t seen a single comet yet though which is disappointing.
-
The rover is upside down??? Re. the thrust imbalance, just moving the front engines forwards slightly would have balanced it enough; it’s 4kN total thrust so the lander can’s reaction wheels could balance that out easily. Should have added deployed science instead of an unnecessary ladder and magnetometer too (a ladder, on Minmus!? Sneeze and you’re on the rover’s roof!) I think the no crew space thing is due to being loaded as a subassembly, you could try merging the craft by going to the load menu then picking “merge” instead of “load”. I think Val and Theooly are glad they didn’t have to ride in that upside down thing though, it was pulling >5g in places which would have been -5g to them.
-
To capture into orbit of something, you need to slow down until it’s gravity can prevent you from escaping; this is called escape velocity and is the maximum speed you can travel inside a body’s sphere of influence without escaping. In reality, you can escape while going far slower if you’re at a higher altitude. In any situation where you’re trying to capture into a body’s sphere of influence, you need to reduce your relative velocity i.e. perform a retrograde burn to lower your orbital velocity. Stick a node on your Duna periapsis and pull the retrograde handle until the projected path closes into an orbit of Duna, then start burning when the time to node is ~60% of the total burn time; this extra 20% is because ion thrusters are really weak and take a long time to do anything, so starting at 50% could mean you slow down too late and end up with a bad orbit with a high apoapsis and a periapsis inside Duna’s atmosphere or even Duna itself. If there’s an atmosphere present, you can save some fuel by using friction from that atmosphere to slow down (aerobraking), however this is a tricky business and if misjudged even slightly can incinerate your craft, slow it down too much so that it lands/crashes or conversely not slow it down enough so that it keeps going and escapes again; Duna’s atmosphere, like Mars on which it’s based, is so think that you’ll barely slow down in it so it’s rarely worth the effort to aerobraking there, but Kerbin, Eve, Jool and Laythe can all be used for aerobraking. Another trick is to use carefully timed encounters with moons to use their gravity to slow you down into orbit, a trick which can allow a free capture around Jool with a single encounter of Tylo or Laythe but which probably won’t help you here as Ike is too small and its gravity too weak.
-
@KSK Wooden spaceships? You don’t actually need 1g of gravity for this sort of thing though, and reducing the gravity means less strain on the whole system and most likely less material to be transported up into space in the first place- like that massive cable, for example, and you’re going to want to have a backup because single points of failure for critical systems are a big NOin aircraft, never mind spacecraft. One micrometeor strike that damaged the cable and the whole thing could tear itself apart in seconds, but with lots of smaller cables the load is spread and there’s a lot of redundancy, so losing one cable isn’t such a big deal; though this also makes it heavier.
-
The Gaelan Space Race (we have a winner!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Challenges & Mission ideas
Crew must be launched separately, on a different launch vehicle. -
Mortimer: HAHA! Didn't see this coming, did you!? Wernher: But... we just did that? Mortimer: This one's better though- I found those "secret files" Bill and Bob mentioned and discovered that there are several different variants of this craft on there. I took the best one and modified it a little to make it even more efficient and reduce the cost per ton to orbit. Wernher: But... but... you're an accountant! You can't do rocket science! Mortimer: Oh, come on, it can't be that difficult, surely? Mortimer: Not that way NOT THAT WAY-! *right side tanks break off on landing* Mortimer: Well, that wasn't too bad for a first try. Val: Better than Jeb's first flight, that's for sure. Mortimer: But I can do better! Reload the simulator! Mortimer: Launch done, payload release done, re-entry done, now all that's left is to ever-so-gently... Mortimer: *sweating buckets* geeentlyyyyyy... *boop* Mortimer: And touchdown! Val: That thing has a slo-mo mode? I didn't know that! Mortimer: 190 tons to 72km circular orbit- hmm, that's a bit on the low side- but 275 funds per ton!? Wernher: Yes, 72 kilometres IS on the low side, especially considering the fact that Bill and Bob's version can put an additional 30 tons of payload into an orbit over a hundred kilometres higher. Mortimer: For twice the cost per flight. I call that a win for me. Val: I actually agree with Morty- so what if you launch stuff barely above the atmosphere? It'll have rockets on it anyway to go higher. *over on the Island Airfield* Bob: Did you bring any snacks? Bill: No. You? Bob: No.
-
Gene: Morty, please- Mortimer: Nope. Nope nope nope. Gene: Just hear me out, OK? I have a proposal that might just persuade you to stay. Mortimer: Ha! I'd like to see you try. *a few minutes later* Gene: Ah, William, Robert. Do come in, take a seat. Bob: Did he just-? Bill: Are... are we in trouble? Gene: That depends entirely on your answer to my next question. Bill, Bob: *nervous noises* Gene: Would one of you like to explain why exactly you were running detailed simulations of an 11 kiloton, 2 million fund rocket to put 1500 tons of payload into orbit in a single launch? Bill, Bob: Gene: When I said we needed to explore our options for putting larger payloads into orbit, I didn't mean increasing it by a factor of fifty! I've had just about enough of your antics- first that Mun landing that should have been aborted when the engine failed, then your little "surprise trip" to Dres, not to mention all your secret side projects and your repeatedly launching missions without consulting anyone else about it. Bill, Bob: *cowering* Gene: For your information, just a few minutes ago Mortimer here came into my office and handed in his resignation because of you. You've made his work- and his life- here far more difficult than it ever should have been with your nonsense. Mortimer: True. Gene: Your attitude towards the organisational structure in this Agency has been nothing short of abysmal. Mortimer: Also true. Gene: So from now on, I'm putting Mortimer directly in charge of the engineering department. Mortimer: Wait what? Gene: Every design you come up with, you'll have to justify the spending to him. Before you make it, not after. Mortimer: *only slightly evil grin* I do like the sound of that. Bob: *gulp* Bill: meep Mortimer: I'll expect a full cost/benefit analysis of each and every design you come up with, a list of alternative options to save costs, properly formatted and submitted in triplicate for my perusal before you so much as think about touching a single component. Am I making myself perfectly clear? Bill: Absolutely. Bob: Yes, boss! Mortimer: Well, what are you sitting there for? Those reports aren't going to triplicate themselves! Bill, Bob: *run out the office* Gene: So I take it you're staying? Mortimer: I have to hand it to you, this idea of yours really appealed to me. Well, that and it'd be a nightmare trying to get all my pot plants out of my office. I hereby un-tender my resignation, as long as they hold up their end of the deal. *later* *knock on door* Mortimer: Enter. Bill: I've prepared all that documentation for you, just like you asked. Mortimer: What's this for exactly? Bill: It's an experimental vertical launch, horizontal landing single stage to orbit rocket. It's not like last time! Mortimer: *lowers cattle prod* Continue. Bill: We're estimating a payload to orbit in the region of 200 tons per launch, with an estimated cost per ton of under 500 funds. Mortimer: The Kronus Mk2 can do 212 funds per ton. Bill: Yes, but this thing can put more than seven times the payload into orbit with each flight. We could launch an entire spaceship in one go instead of having to send it up in pieces and assemble it in orbit, which requires a team of engineers in space for long periods of time and is more dangerous and time-consuming than building it here. Mortimer: Hmm... This is an unusual design, to say the least, how did you come up with it. Bill: We, er, didn't. It was on the hard drive of that old pre-Anomaly satellite that Bob and I found crashed on the Mun a couple of years ago. We tried a new piece of software to try and recover the corrupted data and found some rocket designs, including that one and, uh, something rather a lot larger. Mortimer: *eye twitch* Bill: *hastily* But we're going with this one! Everything is in the report. Mortimer: Very good, William, very good. I'll inform you when I've made a decision. You are free to go. Bill: Thanks, Morty- er, I mean, Mortimer, sir. *leaves* Mortimer: Hmmm, this does show some promise. Mortimer: Boosters separate and do powered landings in the sea; not great, but I'm sure we can get the ground teams to scrub the salt off or rustle up some landing barges for them. Mortimer: Yikes, that's a hot re-entry. Mortimer: And that's not so much a landing as a barely controlled crash. Mortimer: 455 funds per ton, huh? Not particularly great, but the increased payload capacity does open up some possibilities to save money elsewhere. In the meantime, I think I know something that'll keep those two out of mischief for a while. *picks up phone* Hello, Wernher? It's Mortimer. I've had an idea and I think you'll like it. *later* Bob: Deployed science stuff deployed, now what? Bill: I dunno, but that pilot certainly took off again in a hurry. *** This would usually be Probe Time, but for one episode only- it's Not Probe Time! Interplanetary Ship 1: 10/10. Construction finished by the crew of Assembly Station (visible to the left of the leftmost Gigantor solar panel), absolutely no explosions or engines pointing in weird directions, nope, no siree, none whatsoever. Duna Rover: 8/10. Mediocre speed and handling made up for by good stability, snazzy lights and the ability to self right if it falls on one side. Issues with solar panels found when folding up, will require further study. And last but not least: Assembly Station: 7/10. Too small and cramped for long-term use, solar panels couldn't be retracted so were destroyed by re-entry heating, overshot KSC a bit too but was recovered a short distance offshore. Crew were removed from station before it was deorbited for safety reasons; future orbital assembly work will use Azimuth Station until a dedicated construction station can be launched (if it ever is). And that's all from this special one-off episode of Not Probe Time! *over on the Island Airfield* Bill: Well this sucks.
-
I see this in the logs: Exception handling event onGameStateSave in class KOSToolbarWindow:System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. To me that suggests that KOS is either causing the issue or is failing as a result of it; either way, worth testing without it installed to see if that fixes the issue. There are also a lot of exceptions being thrown by Janitor's Closet, again try uninstalling that and see if the problem persists.
-
Can you provide more information? Game version, mod list and screenshot(s) of your KSP/GameData folder; I include that last one because at the top of the logs there's a line that suggests you've incorrectly installed some mods- 'D:\KSP\Kerbal Space Program\GameData\SV\GameData\ATS\SATURN_V\RealFX.cfg' contains two GameData folders in its path which is, to my knowledge, always wrong. I'm also unsure if the mods you're using (which I believe includes Realism Overhaul or at least some mods related to it) are actually 1.12 compatible yet, which could also be causing problems.
-
More details please- screenshots of your GameData folder and in game would help, as would log files: Did you correctly install the right Waterfall configs? There are stock waterfall effects for stock parts which I've linked to earlier in this thread, and separate configs if you're using Restock called WaterfallRestock; both of these are separate to the base Waterfall mod itself which much like EVE requires a config to apply its effects.