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Everything posted by jimmymcgoochie
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"Dawn" ion thruster.
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Issues with modded textures
jimmymcgoochie replied to Koddra's topic in KSP1 Technical Support (PC, modded installs)
Third image (of the Mun) doesn’t work for me. As for the first two, that’s a city lights effect from AVP and is meant to look like that; it might look a bit odd if there are clouds on top of it as they’re usually black at night and will hide the city lights when you’re above them. I’m far more concerned by the fact that you have two ModuleManagers in there- that’s really bad, you should only ever have one: delete the 4.1.4 version and the MM.configcache, MM.configSHA, MM.physics and MM.tech tree then reload the game so these can be regenerated. Check that all your mods are compatible with the version of KSP you’re using (which version of KSP are you using?) and try running the game again. There’s a program called CKAN which can automatically install/uninstall mods and their dependencies for you and get the right versions (nearly) every time, I encourage you to use that instead of downloading and installing your mods manually. -
Offset craft?
jimmymcgoochie replied to R0DGAR's topic in KSP1 Technical Support (PC, modded installs)
A few things can cause this, but there are some tricks that might help: Time warp briefly and stop it again, this often resets the alignment of parts which have moved. Might also cause some parts to glitch under terrain if you’re landed so watch out for that. Disable autostruts (requires a minor save file hack so have a backup save to return to if your edits go wrong!)- open your save file and change every instance of autostrutMode = Root, Grandparent, Heaviest, ForceGrandparent or ForceHeaviest to autostrutMode = Off, then reload that save. Autostrut target parts can change when docking/undocking and when fuel is burnt so reloading the vessel again will cause them to recalculate and this can bend the craft out of shape. If all else fails, use the game cheats to spawn a new, un-mangled copy of the ship beside the mangled one then return the mangled one to the launchpad and recover it; transfer crew etc. from old to new first. -
Bill: Behold, my latest creation! Bill: ...why is nobody looking at my super duper autonomous in-situ resource utilisation prototype? I spent ages making this thing! Bob: Sorry, we're a bit busy looking after the Dunashot 1 probes as they land on Bop and Pol. Looks like Pol is up first. Linus; Who cares about stupid little Pol? Bop is waaay more important! Bob: Yeah, well, the probe around Pol had a signal when I looked at it so we're doing that one first. Bob: Nailed the landing, data is rolling in nicely. Linus: Can we look at Bop now? Bob: Hold your horses, Linus, we still have plenty of biomes on Pol to visit first. Linus: *types on keyboard at his station* Bob: Point to the west, throttle up and-*fzzt* Linus: Wow, that's unlucky, that engine had literally dozens of ignitions left, and well within the rated burn time too. Bob: Bah, there goes the biome hopping plan. Looks like we'll need a proper mission to explore Pol's surface. Linus: Oh well, every cloud has a silver lining and all that... Wernher: Just do the Bop landing already, he's getting on my nerves. Bob: Bringing it down nice and gently... Linus: ...that's nowhere near the centre of the radiation belt. Bob: Orbits didn't align for that, I figure we can land here first, wait for the moon to rotate so we can land in daylight again and get some science while we're waiting. Wernher: He has a point, Linus. Linus: ... Now, if I aim, sort of, that way? Or maybe that way? Or how about... this way? Wernher: Cliff! Bob: It's not that steep. Wernher: Huh? I was talking to Cliff here. Cliff: Hi guys. I brought cookies! Gene: Gaaah! Where'd he come from!? Wernher: He's my new intern. Linus: *much cookie munching later* Bob: What is wrong with this stupid probe? It's going all over the place, wasting fuel and it's going towards the night side of Bop too. Wernher: Maybe its probe core was damaged by the radiation? Linus: Where's it going? Bob: I have no idea, but I can't control it any more. I've activated the automatic landing system, hopefully it lands in one piece and we can do a diagnostic on it when the sun comes back up. *LOSS OF SIGNAL* Wernher: We have some really weird readings on the sensors, data's getting scrambled pretty badly. Poor thing's totally fried. Bob: Touchdown confirmed, I'm trying to get a status report but the data's totally corrupted. I mean, look at the state of this image. Bill: Yeah, that probe is toast. Wernher: Too bad we couldn't find the source of that magnetic anomaly. Maybe it's under the surface? What do you think, Linus? ...Linus? Bob: It's not all bad news though- all that radiation data should be enough for us to research an active radiation shield which should protect our future crewed missions from background radiation levels. That'll make a huge difference to our interplanetary mission plans. *** Bob: Duna Relay standing by to initiate capture burn in 3, 2, 1, mark. Bill: Orbit looks good, well away from Bop so it should stay put for a long time. Mortimer: *bursts in* You're not going to believe this... Gene: What? Mortimer: I just got four contracts to land on Moho. Four! Where's that Mohoshot 2 thing got to? Bill: Just finishing off the last landing on Gilly to get lowlands science- Mortimer: Forget that. Put that probe on the surface of Moho, right now! Bob: But what about the science? Mortimer: Just land the probe. Touch the surface of Moho and we get so many payouts we could replace that probe twice over. Bill: So we could have two more probes? Mortimer: I said could, didn't I? If this one breaks because of this, I'll pay for another one. Deal? Gene: Deal. Bob: Deal. Wernher: Fine. It's not like Moho transfer windows are hard to come by. Mortimer: Bill? Bill: Can't talk, too busy landing on Moho. Mortimer: Very good. Carry on then. Bob: Try to land somewhere flat, I don't rate this thing's ability to balance on a slope in this gravity. Bill: Noted. Everyone: *cheering* *** Back once more (definitely not because it's a contractual obligation), it's Probe Time! Kerbin Ultra-Rover 1: 17/10. How can we give it a lower score after this gravity-defying stunt, balancing on a sheer cliff to get that sweet, sweet science by scanning a rare giant quartz formation in the Whoopstooshort Mountains; and all this after it's spent nearly a year roaming Kerbin gathering scientific data. Rover returned to KSC, recovered and sold to a museum. Mining Prototype 1: 10/10. The ISRU system performed rather differently than expected, producing hundreds of times more oxidiser than liquid fuel due to a chronic shortage of CO2 production. Valuable lessons learnt. Bill: Bit of a bummer that my mining prototype didn't work as well as I'd hoped, barely any fuel to show for it. Wernher: It produced a good quantity of oxidiser though. Maybe if we try to produce hydrolox instead to avoid the carbon bottleneck, but then we'd have to deal with liquefying the hydrogen gas and preventing it from boiling away faster than we made it. Bob: I'm more disappointed at the Dunashot probes- first the Pol probe losing its engine, then the Bop probe getting wrecked by radiation. Bobak: I tried to reconnect to the Bop probe, but no luck. Looks like it's well and truly dead.
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Val: Science flight Zero-Zero-Seven-Charlie departing eastbound. Wernher: *bursts into Mission Control* Wait, wait! Linus: What? Wernher: We've made a mistake with those new atmospheric experiments, you need to turn back. Val: What mistake? Wernher: They'll only generate the data we need with a Rank 3 pilot. Val: Excuse me!? Wernher: Maybe we can get Jeb down from the Azimuth Space Station to fly this mission instead- Val: Jeb went to flarping MINMUS! How does that help with getting atmospheric readings!?!? *inaudible muttering* ATC intern: Science 007C, return to KSC, runway 27 at your convenience. Val: *snaps* FINE. *turns radio off* Linus: I don't think she liked that. *** Gene: Hello Mortimer. Please take a seat. Mortimer: What's going on? Why are Bill and Bob here- wait a minute... You're about to launch some ridiculously expensive space mission and need me to sign off on the paperwork, right? Bob: *hands Bill a crumpled five fund note* Mortimer: I KNEW IT! Gene: Take a seat, Morty. Mortimer: *sigh* Let's get it over with. How much? Bill: About a hundred and twenty thousand funds in total. Mortimer: *wince* ...and what's this for? Bob: A science mission to Laythe. The transfer window to Jool's about to open so we can leave at the optimal time if we launch in the next few days. Bill: It has four landers to try and land on Laythe; the orbiter has a little bit of scientific equipment but our best guesses for Jool's magnetic fields suggest it'll get absolutely fried by the radiation that close to Jool. We think the atmosphere will shield the probes on the surface from most of it, though, should get a decent amount of data. Mortimer: I can't really say no to a legitimate science mission; that's the whole reason we're being funded, after all. *signs* Gene: Very good. One more thing. Mortimer: Hang on- this is the same thing! Is this some kind of prank? Bob: Actually, it's not exactly the same- this one's for Vall. Mortimer: *immediately pulls out a little bottle of pills, takes one and drains the jug of water on Gene's table* Bill: *hands the five fund note back to Bob* Mortimer: You need to warn me before doing stuff like that, one of these days I'm going to blow a coronary or something. *signs* Fine, but no more after this! We have plenty of contracts to be getting on with to make some money for a change. Bob: Thanks Morty! Bill: Much appreciated! Morty: *leaves the office* Work for the Space Program, they said... It'll be a nice, relaxing job, they said... Bobak: Hey, have you guys seen this? *switches on TV* BREAKING NEWS! KERBIN IS DOOMED! MASSIVE ASTEROID SET TO IMPACT KERBIN IN DAYS! PANIC SPREADING ACROSS KERBIN! News reporter: -expected to impact Kerbin in less than six days, causing global devastation. Panic buying of canned and dried foods, fuel, toilet rolls and other essential items. So far the Space Program have refused to make a statement, however there appears to be no major activity within the Space Centre which may indicate they've already given up on trying to avert this catastrophe- Gene: Asteroid? Wernher: Are they talking about RTA-503? Linus: Is that here already? Nice, we can send a probe up and get some nice pictures as it flies by. Wernher: Or, we could send a Kerbal up and get some samples. Gene: I can't believe I'm saying this, but- that actually sounds like a good idea. Bobak: But about the whole "annihilating all life on Kerbin" thing? Linus: Nonsense- it's going to be a hundred kilometres up at periapsis, won't even hit the top of the atmosphere. Also it's a class C asteroid, can't be more than a couple of hundred tons. If it was going to hit Kerbin, most of it would burn up in the atmosphere and what little survived wouldn't do too much damage even if it didn't land in the ocean or the middle of nowhere. Gene: But who can we send up there to try and grab an asteroid? Val: Grab a what now? Everyone: *looks at Val* Val: What? *** Val: Unbelievable. Now I'm on space litter picking duty. Wernher: Val, you're doing something never attempted before in the history of Kerbalkind. Linus: That we know of, since The Anomaly, anyway. Val: *inaudible grumbling* Val: I spy, with my little eye, something beginning with... B! Gene: B? Val: Big stupid space rock that isn't even going to hit Kerbin. Linus: Be careful, Val- for all we know that asteroid could disintegrate as soon as the exhaust from your RCS thrusters hits it, or shatter when you grapple it and shred your capsule, or start spinning wildly until you get flung right out of the Kerbol system faster than light itself. Val: Quit your whining and let me dock to the rock already. Val: Boop! No explosions of any kind, seems pretty solid to me. Imma grab a sample now. *chiselling noises* Val: Sample acquired, I'll just stash it in- Wernher: What? Val: The sample compartment on this pod is too small. Bob: Oh yeah... Bill: I knew there was something we forgot. Val: Forgot? FORGOT!? ВЯЕZНЙЕVS ТФЕИДILS ДИD ВЕLLУ-ВЦТТФЙ FLЦFГ WHAT IS THE MATTER WITH YOU MORONS!?!? *ranting* Gene: Cut the live feeds! Val: *continued ranting* Bob, Bill: *sneak out of Mission Control* Val: THAT'S IT!!! IMMA YEET THIS STUPID ROCK AT KERBIN NOW SO IT REALLY IS GOING TO HIT! Bobak: Val! Val: WHY WON'T YOU TURN YOU USELESS PIECE OF *quindar* Gene: Activate the remote override and release the grapple. Bobak: Roger that. Val: GET BACK HERE YOU WORTHLESS SPACE POTATO! I HAVEN'T FINISHED WITH YOU YET! Gene: Bring her home, but lock the hatch and keep the controls locked out too. Recovery crew: We're on site now, about to open the hatch. Val: UNHAND ME, RAPSCALLIONS! KEEP YOUR STINKING SPACE ROCKS THEN! *** Gene: What's gotten into her? I thought Jeb was supposed to be the crazy one? Jeb (on Azimuth Station): Hey, I heard that! Rest of Azimuth Station crew: *agreeing noises* Jeb: Oi! You're all on 100% SpaceKaleTM rations for the next week! And would you look at that- a fresh crop of SpaceKaleTM ready to harvest! How convenient! Gene: Never mind... Bobak: Boss, look! Linus: Data from Duna!? GIMMEGIMMEGIMME! Wernher: Data streams coming back from Bop, Pol and Duna itself. We have full control over the Dunashot 1 again and over the Dunashot 1A and 1B probes around Bop and Pol, or are they around Pol and Bop? Either way, looks like a good time to release Dunashot 1D and try to land it on Duna itself. Bobak: What happened to 1C? Wernher: Not sure. It got released from the main stack a while after 1A and 1B went to the moons but then stalled in orbit of Duna; best guess is it blundered into one of the moons' gravity wells and either crashed into the moon or into Duna after that. Wernher: Dunashot 1D on course for a landing in the "Midland Sea". Nice views of the moons from here too. Linus: No water yet, though that does look vaguely like a river of some sort in the sand down there. Wernher: That... might be right actually. Linus: Eh? Wernher: I've heard a theory that the permafrost under the surface could potentially melt in the heat of a Dunan summer day and slowly trickle downhill, so maybe that squiggle in the dust is actually the path of a subsurface meltwater stream of some kind? Linus: Hang on, who's controlling the probe? *THUD* Bob: Whoops. Ah well, it survived at least. We're getting data from it, though it might take a while to get through it all. Linus: It looks like Pol will fly right over it any minute AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!! Wernher: Well that was unexpected. Gene: It certainly looms in the sky, doesn't it? Much more than the Mun does on Kerbin. Linus: I've never felt vertigo from looking up before. Even on a screen, that was mildly terrifying having a MOON swooping down at you like that. Bob: Uh, guys? There's something funky with the Bop data. Wernher: In what way? Bob: Well, according to this data, Bop's magnetopause has a greater radiation delta than Duna's- nearly double, in fact. But that's not even the weirdest part: there's this bizarre ring-shaped radiation belt that's almost as strong as Moho's, but it's weirdly lopsided. Even more weirdly, it seems to be following the rotation of the moon exactly. Wernher: You mean that as the moon spins on its axis, that ring stays in place? Bob: Exactly in place. It's almost as if the radiation ring is centred on a point on Bop's surface!
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I just did a test with some RCS thrusters and discovered something interesting: the RCS action group (R key) doesn't toggle any RCS thrusters on or off- those are controlled completely separately. You can enable/disable RCS thrusters using action groups or the part action windows; R just acts as a global on/off switch for the entire RCS system but if an RCS thruster is disabled it still won't fire whether or not RCS is switched on or off on the craft. Unfortunately there's no option to enable or disable RCS thrusters individually, it's just a toggle that's available. You could try disabling crossfeed on all your docking ports and disabling fuel flow out of your RCS tanks on each Soyuz after it's docked to prevent the RCS thrusters from firing that way, though it's not particularly elegant and could be problematic if you have many tanks to turn on/off each time. The Action Groups Extended mod might do what you're looking for, it seems to offer the ability to create action groups to turn all RCS thrusters under its control on or off in unison; not sure if it actually does so, I've never used that mod before and the demo screenshots are a few years old by the looks of it, but worth a try?
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SSTOs! Post your pictures here~
jimmymcgoochie replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Does stealing a design off KerbalX and making some minor changes count? A few choice part swaps (mostly adding that NERV instead of a central Panther jet) turned the Kronus low-tech 20 ton SSTO into a slightly less low-tech 30 ton SSTO, which has become my workhorse orbital launch system. -
“Simplify, then add lightness” is the phrase you’re looking for. After spending some time in RSS it keeps surprising me how little delta-V is needed to get around the stock system- barely 900m/s to escape Kerbin, less than 2km/s to get to Jool then a free capture with a gravity assist from Tylo or possibly Laythe; that wouldn’t even get me to the Moon in RSS!
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The Gaelan Space Race (we have a winner!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Challenges & Mission ideas
In principle, yes- but depending on how long those missions take, you could be losing time waiting for the second mission to arrive. The objective is really "have five separate probes in orbit of five separate planets and/or moons"- they all need to be in orbit at the time you claim the objective completed so a landed probe won't count. I'm going to relax the rules slightly here and say that you can count any probes towards this objective, even those that have already completed two objectives earlier, rather than insisting on five brand new probes. Each of these is a separate objective. You can send a single lander or rover to complete a first landing or rover objective as well as one of these three landings, but since that would be out of sequence you'd have to wait until all the preceding objectives were completed before claiming the Icarus/Lili/Tarsiss landing, leaving you with one active mission that isn't doing anything which will limit what else you can do and potentially slow you down. I'd suggest you pick different targets for at least the first flyby, orbit and landing objectives so you can launch more orbiters for the "five orbiters" objective. Sorry for the delay in getting back to you, I've been away for a while with limited access to the forums and didn't see the notification. -
The Gaelan Space Race (we have a winner!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Challenges & Mission ideas
Clarifying the objectives around "have X probes in orbit of X bodies"- they must be separate craft, each orbiting a different planet or moon, and all in orbit at the time the objective is claimed. You will need to launch at least X craft to complete these objectives, and remember not to exceed the active missions limits (if you sent a cluster of probes on the same rocket to a planet and its moons, that's one active mission; decouple a probe and now there are two separate crafts and so two separate missions until that probe has reached orbit of its target body. Can you all report any progress made since your last reports? I'll try to post a league table of sorts but I need everyone's data for that. -
Bill: *walks into simulator room* Hey Bob, what'cha doing? Bob: Trying to make a Laythe plane. Wernher: Did someone just say "Laythe plane"? Bill: It's pronounced "Laythe", not "Laythe". Bob: Uh, no it isn't! It's "Laythe"! Wernher: It's definitely "Laythe". Bob: Aaanyway, so far it's not going particularly well. Bill: Why not? It looks OK to me. Bob: Getting it to fly is easy enough, but it also needs to be able to land on water and take off again and that's proving to be... challenging. Wernher: Ouch. Bob: And then every now and again the simulator software glitches and does stuff like this: Mortimer: Hey science-y people! I need a "base" with 5 seats on it to put on the Mun- preferably so it can come back and we can get refunded for most of the part costs. Bill: We could use the transfer stage as an impactor to get readings for that deployed seismometer while we're at it. *one very fast Mun transfer later* Bob: Transfer stage impact in 3, 2, 1... Bill: Huh. Wernher: What? Bill: No data received. Maybe it's in the dark and has no power? Mortimer: *sigh* Bob: Ready to begin base deorbit and landing procedure. Bill: OK, so maybe using that solid booster as a transfer stage wasn't the best idea ever... Mortimer: What now? Bob: There's not enough fuel left to make it back into orbit of the Mun, never mind back to Kerbin. Mortimer: *eye twitch* Bill: Might as well use it as a seismic impactor, we have just enough fuel to crash it beside the deployed science site and it's definitely in daylight now. Mortimer: *more eye twitching* Bill: We're going to hit pretty close to the site, it's just over there in that trio of craters on the right. Bill: What, still nothing? Bob: Looks like we got... 0.48 percent? Boo. Mortimer: That's it- no more "seismic impactors"! I'm not about to let you waste all our funds crashing stuff into the Mun. *plane noises* Mortimer: What did I just say!? Bill: This isn't going to the Mun though- it's going to Jool! Mortimer: ...you spent HOW MUCH on that thing!? Bob: Oh, come on, Morty, it's got ALL THE SCIENCE on it; it's a long term investment that'll pay for itself several times over with all the data we'll get- and all the contracts that'll come in to explore Jool and its moons. Mortimer: Fine. But no more frivolous nonsense, you hear? Bad enough that we're forking out half of all our income to pay for those offsite labs and *grumble grumble etc.* *later* It's everybody's favourite time again- Probe Time! Eve Sampler- 10/10. Sample gathering complete, awaiting transfer burn back to Kerbin. Points gained for turning the capture burn around Eve into a direct transfer out to Ike at almost exactly the right position, using up the transfer stage and leaving both craft with ample fuel and gathering extra science from around Ike; points lost for forgetting to detach the science relay on the top to capture into a polar Eve orbit and not completing all the materials bay and mystery goo samples in space low around Eve, requiring a return trip there to finish them off and using all the fuel in the Ike portion of the craft as a result. First docking around Eve was carried out to complete part of a contract, then the Ike section was dropped into Eve's atmosphere using the remaining RCS propellant. Bobak: It seems really quiet around here. Gus: Not nearly as many launches lately as there were a while ago, but I guess all the low hanging scientific fruit around Kerbin has already been picked. Wernher: That's right, we're now at the stage of trying to send more interplanetary missions, but those rely on the planets being in the right places to get there. Val: Which gives us Kerbonauts plenty of time to prepare for the next interplanetary voyage. Mortimer: Woah, hold up just a second- who said anything about an interplanetary voyage? Those things are expensive! Val: Do you want to find the cause of The Anomaly or not? We'll get a lot more information by sending a crew than scattering a bunch of probes and rovers around then waiting for them to break in weird and mysterious ways. Walt: And what if whatever force that's been breaking all the rovers decides to break your crewed ship and strand you on Duna? We barely survived the negative publicity after the first Dres mission needed a rescue package to get home again; getting a crew stuck on another planet with absolutely no way to get them home would destroy the Program's reputation for good. Mortimer: And then we'd go bankrupt, then we'd have to sell everything and all those idiotic corporations who keep stranding their crews in orbit would end up running the show in space... Walt: We'd be the laughing stock of the whole world! Mortimer: We'd lose our pensions! Val: Enough with the doom and gloom already! Bobak: We get pensions?
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I’m going to assume VTVL means entirely rocket propelled landings where the horizontal velocity is close to zero as for pretty much every rocket powered landing system ever (Falcon 9, LEM, Thunderbird 3…), and HTHL means horizontal velocity is very high compared to vertical velocity as for pretty much every plane ever. Horizontal landing has obvious advantages where the atmosphere is thick enough to sustain aerodynamic flight, you can control your rate of descent without expending significant quantities of fuel fighting gravity as the wings do that for you. Air can also be used to get thrust, whether that’s with air breathing engines in an atmosphere with oxygen or using atmosphere as propellant for a nuclear engine without (see Project Pluto) which means less propellant to carry around and so more delta-V. An aircraft design also means it’s easier to load and unload cargo as the holds and cabins are nearer to the ground and would tend to be arranged horizontally on one level rather than stacked vertically in something like Starship. Vertical landing is better where there’s no air- while you could try a runway landing in vacuum, the main advantages are lost and you’d have to try and balance the asymmetrical friction from the ground to prevent the whole craft from planting its nose and cartwheeling as well as needing retro-rockets to slow down (unless you wanted to land backwards, which sounds even worse!). Vertical landings are also better where precision is needed or where horizontal approaches are impractical, such as inside a crater or where there’s not enough open space for a runway. On Mars, where the air is barely thick enough to generate usable lift, a hybrid approach would work best with aerodynamic lift bringing the craft low and slow enough to make a propulsive landing, a bit like those shuttles in Avatar. This gives the benefits of a horizontal approach (saving propellant) and a vertical landing (precision) and the lower the gravity the more attractive a vertical landing becomes as gravity losses are lower. For getting off the ground, things are rather different- short of an air or atmosphere breathing engine to power your aircraft through the lower atmosphere, vertical takeoff rockets are better as they clear the thick atmosphere much faster to minimise efficiency losses via drag and lower engine performance. Where there’s no atmosphere, however, it’s more effective to make the most aggressive gravity turn possible as close to horizontal as possible without hitting the ground, to get up to orbital velocity with minimal gravity losses- plus there are options like electromagnetic accelerators (railguns and the like) which can provide a hefty impulse to smaller unscrewed vessels to throw them up to orbital velocity (or close to it) without using any propellant at all, or give a useful boost to a larger and/or crewed craft without crushing them with the G forces; these wouldn’t work nearly as well with an atmosphere present due to friction heating and drag losses.
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Intro cinematic (or cool animation)
jimmymcgoochie replied to planeticegaming's topic in Prelaunch KSP2 Discussion
KSP2 trailer as intro cinematic. They already have the high-definition video, it covers most of the main points in the game and with a few minor tweaks (e.g. making Duna the right way round, removing the logos where necessary) it would be a quick overview of what KSP2 is all about. Getting permission for the music might be an issue, but if that isn’t possible then the in-house composer could write something. -
KSP 2 will ruin the original
jimmymcgoochie replied to Thelizard's topic in Prelaunch KSP2 Discussion
On one hand, KSP2 is supposed to surpass KSP in pretty much every way- bigger, faster, prettier and overall better in pretty much every way. On the other hand, look at the thousands of mods that have been made for KSP, the years of effort that have gone into many of them and the sheer complexity of some of those (just look at RO/RP-1 to see how far KSP can be pushed from its original state) and then you have to realise that KSP2 will be starting from scratch with no mods at all (or very few). It'll take time for KSP2 to get even a fraction of the mods available for KSP, during which time it'll have to stand on its own feet; yes, some KSP mods could be transferred over to KSP2, but that's up to the mod developers and maintainers and they're under no obligation to do so, plus it could be a lot harder than you might think. -
My KSP crashes a lot
jimmymcgoochie replied to _Isaac_'s topic in KSP1 Technical Support (PC, unmodded installs)
I’m surprised your PC can even run Windows 10 without crashing any time you open a new program; my old laptop was using 2.3GB (of 4) just to sit on the desktop with no programs running and my current PC idles at about 3GB (of 32). 2GB is no RAM at all, KSP requires 4GB and realistically you’ll want more than that to run it at a usable speed. -
Unwanted crashing debris
jimmymcgoochie replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
Remove 80% of the Sepratron fuel, they only need to give a brief burst of thrust to push the boosters away from the core. You should also try aligning the thrust of the sepratrons to avoid inducing a roll once they separate as that combined with the longer burn time is pushing them back together again. -
After a week back home with no KSP, I'm back again and continuing my Into the Snarkiverse playthrough with, hmm... One relay relaying, two rovers roving, three orbiters orbiting and a sample collection mission that managed to turn its capture burn around Eve into a direct intercept of Ike; saved fuel and got more samples sooner, but I didn't get the full samples from Eve space low because the capture took place in the dark (as is right and proper ) so there wasn't enough power to run the materials bay and mystery goo. Unfortunately I forgot about the little relay/science probe stuck to the top of the whole stack so that didn't get dropped off into a polar Eve orbit to do its science-y stuff; I may yet be able to do something with it, but for now it's staying with the rest of the mission.
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I’m pretty sure that newly rescued Kerbal is called Leia (as in Star Wars) rather than Lela .
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MechJeb is there but not there???
jimmymcgoochie replied to maddog59's topic in KSP1 Technical Support (PC, modded installs)
Try this: KSP.log and Player.log are the main log files for KSP, KSP.log is easier to find (it’s in the KSP root folder) but Player.log is more detailed. CKAN can produce mod lists very easily- click File then “save installed mod list” which will save the mod list as a plain text file. I think the best course of action is to start afresh with a new copy of KSP outside of Steam’s control: Copy your save games (KSP/saves, copy the entire folder(s) out of there for all the save games you want to keep) and put them on your desktop; Save your installed mods as a CKAN mod pack, also on the desktop (File > export mod pack); In Steam, disable cloud sync for KSP (Right click KSP in Steam library > Properties, I think it’s under local files); Delete everything except the Squad (and SquadExpansion if you have either/both DLCs) from KSP/ GameData (right click KSP in Steam library > browse local files, it might be under Local Files in the Properties window); Delete the existing instance from CKAN; Uninstall and reinstall KSP, then verify the game files to make sure it installed correctly; Run KSP through Steam to make sure it works; If it works, copy KSP in its entirety out of the Steam folders (copy Kerbal Space Program from steamapps/common) and paste that on the desktop; Add the new copy to CKAN, reinstall mods using the mod pack you made in step 2 and add the save files you saved in step 1. The problem should now be completely resolved! This is pretty much the nuclear option for a dodgy modded KSP install, but it’s almost always effective at fixing the issue plus you’ll never have to worry about Steam breaking stuff again, can download different versions of the game whenever you want and make multiple copies of KSP, on different versions, with different mods in each, and CKAN will take care of them all. -
Kerbin rotates once every 6 hours (one degree per minute) so you can calculate a likely impact site by the asteroid’s time to Kerbin periapsis, specifically the hours/minutes/seconds: for every hour away from a whole day the periapsis is, the impact point will be 60 degrees west of where it appears on Kerbin now; for every minute, one degree west. Example- Kerbin periapsis is right on the KSC but in 5d 2h 17m, you’d need to put your observer (60*2)+(1*17)=137 degrees west of the KSC. You’ll also need to compensate for orbital inclination by changing your latitude to match the periapsis’ position, and remember that once the asteroid hits the atmosphere it’ll slow down due to drag so will almost certainly drop short of the projected periapsis if said periapsis is deep in the atmosphere; the Trajectories mod might help with this especially for inclined orbits. It’s also possible that your ground observers won’t be within active physics range of the asteroid as it flies into the atmosphere so they might not see anything, or the asteroid might get deleted when it drops below the minimum altitude in atmosphere (I believe it’s 25km on Kerbin) so you might want to use Physics Range Extender to prevent this.
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A Very Basic Space Program | RSS/RO/RP-1
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
You forgot the micrometeor detector on that satellite. Maybe the “shrouded” experiments no longer work when built into avionics? I’d also like to point out that freefalling in a dead stall at 60+ degrees angle of attack is not the best way to fly a plane