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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. If you bought FIFA 20, do you get FIFA 21 for free? How about Grand Theft Auto, or The Sims, or Call of Duty, or Mariokart, or Angry Birds..? KSP2 is a brand new game- of course you have to pay for it. And since it’s being made by a different developer, you won’t get a discount for owning KSP either.
  2. I made a low mod count copy of this save and tried to run it on an old potato laptop. 35 minutes of loading later, it reached the main menu and... Crashed. Looks like this series is on pause until next week then.
  3. You could try a two-stage rocket and shoot downrange, using the rocket you have now with something Aerobee-related on top, or try recovering the entire rocket and launching it again.
  4. Click the orbit line, not the body itself and it’ll move the camera. For antenna occlusion you need to set the occlusion multipliers in the difficulty settings- vacuum and atmospheric bodies have different values so you can pretend to have signal refraction through the upper atmosphere or alternatively just have the atmosphere block the signal. Get an engineer out and rip those struts off, it should be fine after that. Probably. I would have put all the panels on the top or bottom side of the trusses and pointed the station directly towards or away from the sun, saving parts by not bringing solar panels that’ll rarely get the sun. Also- You: remember batteries. Also you: immediately forgets batteries…
  5. Not all antennae are equal- their signal strength is important. HG-5s are really weak compared to the DSN stations, which are many thousands of times more powerful- it’s like comparing a dial-up modem with full fibre broadband. In the case of your screenshot, the deployed science station has a direct connection to multiple DSN stations so will use that (fibre broadband) over the relay connection (dial-up). The direct signal will always be preferred over a weaker relay one so the relays will only come into play when the ground station is on the far side of Minmus, i.e. facing away from Kerbin so there’s no line of sight, and even then the signal will be pretty weak due to the low power of the HG-5 dish. It’s usually best to use several HG-5s on a relay (four would do) and replace them with a single RA-2 antenna as soon as you can as that thing is 400 times more powerful than an HG-5 (2 billion versus 5 million metres range).
  6. The Swivel was updated with a new model in 1.12.2, but the old model was deprecated and has been hidden from the normal parts list; the tutorial missions haven’t been updated for this change though so the new engine doesn’t show up and the old one can only be found by looking in the advanced filter options as shown above.
  7. It’s beneficial to have one on more distant bodies, but not necessary especially in Kerbin’s SOI or with good relay coverage.
  8. The NERV may be the most efficient engine, but it’s also large (so doesn’t fit under a lander very easily), heavy (3 tons versus the Terrier’s half a ton), requires only liquid fuel (meaning only certain fuel tanks can be used), very expensive (many thousands of funds per engine against under 500 for the Terrier) and right at the far end of the tech tree (Terrier is in tier 4 or 5, available much sooner). In many situations the much lower mass and smaller size of the Terrier makes it a better option- in fact the Terrier is more than enough to land on virtually every airless planet and moon in the system, with the exception of Tylo where greater thrust is needed, and it also works on Duna as the atmosphere is so thin that vacuum engines work at nearly full efficiency. If you’re building a large ship and need lots of range the NERV is definitely the best choice, likewise if you’re building a spaceplane with jet engines as they use the same fuel and you don’t to lug around heavy oxidiser for some engines and not others, but outside of those situations you might well be better off using a Terrier or Poodle (or Cheetah if you have Making History DLC)- especially if you’re making a heavier craft and need more thrust to move it around, clustering NERVs makes the weight stack up really quickly and the Poodle has more than four times the thrust of a NERV for less weight than one.
  9. Leave it a bit longer, it often transmits in large chunks e.g. 10% at a time.
  10. Look at the cargo section in the VAB/SPH, you can try putting stuff into a Kerbal’s inventory to see if it’ll fit or if it’ll be too big or heavy. Each part also has its mass and volume in the description. You could always activate the “ignore Kerbal mass/volume limits” cheat
  11. This is a common issue if your screen resolution is different to the resolution for KSP and it’s full screen. AnyRes can reset the resolution if it changes, but the only way I found to stop it entirely is to set the two resolutions to be the same, either by changing the PC’s resolution or the game’s.
  12. I think that’s an issue with the new Swivel and Reliant engines, the tutorials are old and a bit dated and probably haven’t been updated to use the new versions of the engines. You could raise a bug on the KSP bug tracker here and it’ll get fixed eventually, but I believe you can still find the old engines if you rummage through the advanced editor options- click the arrows in the top left of the screen then select one of the other tabs, then just search through until you find the old engines.
  13. People still read this! Yeah, it did get a bit dark. I really wasn’t expecting that as I wrote it and hopefully it’ll get less dark in future; no promises though. Chipping away at the next chapter bit by bit, I’d like it to happen faster but between actually playing KSP in various guises, some other games and boring life stuff like “working” and “sleeping” time for writing has been in short supply of late. At least, that’s my excuse to keep everyone in suspense .
  14. @seyMonsters I think you mean propulsive landing, not repulsive The “time to burn” indicator is a main menu settings option, I think ‘advanced burn indicator’. And never ever EVER walk into a deployed landing leg or the hapless Kerbal will either get yeeted off into the distance or just splatted on the spot while the craft goes flying in the other direction.
  15. Are you sure StickyKeys is switched off? Does the control key work if you press it outside of KSP? Check your control keybinds to make sure that shift and control are correctly assigned to throttle up/down? I'd say StickyKeys is the most likely culprit in this case as it sounds exactly like what that's supposed to do.
  16. I have no experience with Linux, but game freezes at "Expansion loading complete" are usually caused by exceptions when the game tries to compile. While it's more common for this to happen with mods installed, you can still get issues in an unmodded copy of KSP if it gets corrupted in some way or some files go missing, so best to check that your installation of KSP is OK or perhaps try reinstalling it fresh; either way backup your save games first!
  17. You've put mods in the Steam copy of KSP. Not a good idea and a very common reason why things don't work. There's only one thing for it- burn it to the ground and start again. Copy your save games to the desktop for safe keeping; Turn off Steam cloud for KSP; Completely delete all mods, your GameData folder should contain only Squad (and SquadExpansion if you have either/both DLCs installed); Uninstall KSP entirely, then reinstall it through Steam- make sure you get the right version (1.10.2 I believe), then verify the local files to make sure it installed properly; Copy KSP entirely (the whole Kerbal Space Program folder out of steam/steamapps/common) and paste it somewhere else, it doesn't matter where really as long as it's outside of Steam's folder tree- just stick it on the desktop if you have to; Add your mods into this new copy of KSP and not the one controlled by Steam, transfer your save games in and you should be good to go. It's a bit time-consuming, but cutting Steam out of the loop will only ever be a good thing as it offers no real benefits to have it there and it can cause all sorts of issues like mods going horribly wrong for no apparent reason. Give it a try and see how you get on.
  18. Look, we want to help, but you're going to have to meet us half way. Right now all the information you've given is that KSP is loading slowly, without telling us any more details it's impossible to say why that might be. Take a look at this guide: And then share your log files (via a file sharing site, please don't paste them directly into the window as it makes scrolling the page impossible on a mobile device and difficult even on a PC browser), as well as your KSP version and a list of mods if you can. There might be a hardware-related issue causing the game to load slowly- maybe your hard drive is getting full so it takes longer to find the data, or you need to defragment/declutter the disk, or it's just slow to read the data (not much you can do about that); alternatively it could be a corrupted KSP installation, especially if you installed KSP through Steam then added mods to the Steam-controlled copy of KSP and even more so if you then updated the game with mods installed, or an incompatible mod, or just something failing during the game loading. When the game freezes at "expansion loading complete" it's almost always because something threw an exception during the compiling that happens directly after that point and the game simply can't load any further, but there's no on-screen warning of any kind about that and you'll only find out what happened by looking at the logs.
  19. I think struts can only be put between parts of the same craft, so wouldn't work between a ground anchor and a base unless they were attached already.
  20. That's a KIS container. I'm not too sure if/how that works with the stock inventory system, but it's possible that the container doesn't use the stock inventory system so it won't show up in that inventory menu. Try again with a stock cargo container (SEQ-3/9/24 I believe) and see how that goes.
  21. The picture itself isn't jaw-droppingly beautiful, but the trajectory sure is! Trifecta- hitting Tylo, Vall and Laythe with a single trajectory and no mid-course corrections, all set up with a single course correction at the edge of Jool's SOI. That took a whole lot of miniscule tweaks to the node to set it up, hopefully I'll actually be able to pull it off in reality!
  22. I’d have to say that time I sent a lander down to Dres, planted a flag then returned to the mothership above- while the mothership itself was on an escape trajectory and didn’t even slow down! Going from escape trajectory to landing in one continuous burn then lifting off and accelerating out to intercept the mothership in one revolution around Dres (not an orbit because it was either hyperbolic or suborbital for almost all of it). Or maybe it’s another landing during one of my Kerbalism Grand Tour attempts, where I managed to capture into orbit of a moon (I think Vall? Or maybe Ike?) and then leave the orbiting stage on an eccentric orbit and do the landing, then take off again and intercept the orbital stage on the same orbit, all before I’d done a single lap around that moon (whatever it was, or maybe it was Dres, I can’t remember…). Or possibly that time I did what everyone says you should never do in RP-1/RO, and added MOAR BOOSTERS to an existing rocket- which actually worked rather well and boosted its payload capacity considerably without having to worry about tooling up new parts or making a new design.
  23. I’m pretty sure I tried using Rescale in 1.11 and it worked fine, so no reason why it wouldn’t work in 1.12 too if you use the right version of Kopernicus. JNSQ is 2.7x stock scale by default, GEP can be rescaled to the same scale to work either standalone or with JNSQ, and there’s a config to resize Beyond Home to the same size (it makes that system about 3.5x larger so that the home planet Rhode is the same size as JNSQ Kerbin; Rhode is smaller than stock Kerbin) which uses Sigma Dimensions, the same system that Rescale uses.
  24. Bill: What...? Bob: How..? Gus: I'm no expert, but that looks wrong even to me. Val: I count three sets of dishes. Maybe it's a software glitch? Bob: We should call the tech support guy in to take a look at it. Gene: We have a tech support guy? Bill: I think it's- oh. Gene: What? Bill: It's Linus. He's the tech support guy. Gene: Definitely not a good idea to show him this- he's been acting increasingly erratic lately and this could push him over the edge. Linus: What? Have you found another anomaly? WHERE IS IT!? *frantic button mashing* Bob: Hey look! That part grabber probe has grabbed its part! Bob: It should be coming down about... *distant whoosh* a long way off the coast again. Grabbed it a bit too late and did the re-entry burn too late, whoops. Mortimer: *enters wielding cattle prod* If any of you little miscreants try to poke me again... *zap zap* I'll poke you right back- with this! Jeb: Oooh, DANGER Poke Morty Until He Pukes! Gene: *sigh* This place is turning into a circus... What's up, Mortimer? Mortimer: Contract to do a SAR scan of the Mun. Put a visual scanner on it too, there's another contract waiting that we're not allowed to accept yet because insert legal mumbo-jumbo here. *glances down at notes* Probably should have proof-read that first before coming over here. Whatever. Bill: Shouldn't be too difficult. Gus: I'll prep the crawler. *Bill, Bob and Gus leave* Val: Hey folks up on Space Station Azimuth, want a greenhouse? Space Station Azimuth crew: ... Val: Too bad, you're getting one anyway. SSA crew: *oof* *ouch* *ow!* Val: Yeah, you might want to hold on to something while I'm firing the RCS thrusters. Val: Ta-da! Enjoy your new plant friends! SSA crew: OK the plants are quite nice actually... Wernher: *bursts into the room* You're not going to believe this! Linus: Hi "boss". Wernher: Gaah! Who let him in here?! Gene: Circus. I'm the ringmaster and everyone else is a clown. Except Jeb, he's more of a kerman kannonball. Wernher: So I took it upon myself to build a probe to explore Jool. Gene: Right... Wernher: And then I sent it into orbit using that spaceplane thingy. Gene: Right... Mortimer: Why does nobody ever tell me they're building big, expensive space missions until after they've already spent the money? Wernher: And then after the transfer burn was done I was plotting a course correction when I found something extraordinary: Val: Triple gravity assist? Sweeeeeeet! Wernher: *slightly smug* Indeed- flybys of Tylo, Vall and Laythe with one single correction burn and a potential easy capture into Laythe orbit too. I may have overdone it a bit with the fuel on this mission, considering it has over 6200m/s of delta-V left and will use about 300 of that for the course correction, but that just means more fuel to really explore Jool. Jeb: What's that grey thing? Linus: *scream* Not the bees! *faints* Wernher: ...anyway, the answer is I have no idea. Sentinel 1 must have detected the moons of Jool and picked that thing up- but didn't find any trace of Bop or Pol. They may have moved, or merged, or maybe that's another planet entirely like Moho or Eeloo. This mission should be able to shed some light on the matter when it arrives. *rocket noises* Wernher: What was that? Mortimer: Sounds expensive Bob: Rocket plane! Wernher: Why? Bob: That new atmospheric fluid thingumajig, we haven't tried it yet so why not with a rocket plane? Val: That's a terrible idea. Bob: Why? Val: Your engine is puny so you'll slow down; your wings are tiny so as you slow down, you'll lose altitude; and when you lose altitude the engine loses thrust and you lose even more speed. Jeb: And then the engine burns too long and fails. Jeb: Just like that. Bob: Parachutes away. Bah, I thought that would work. Bill: Just stick a jet engine on it like a normal person. Bill: See, much better! More thrust, more speed... Bob: More science! Bob: OK, maybe a bit too much speed, we've lost the signal because it's throwing off too much shock plasma. Val: How are you planning to land that thing? Bob: Uh, the parachutes? Val: Good- for a moment there I thought you'd try to land it like a plane and end up splattering it across the terrain. Bob: Ha ha, like I'd try that, nope, never gonna happen, no siree. Val: Sure... Jeb: Hey, I can see your plane from here! Bob: And then I just roll it along to the runway and the ground crews can pick it up with all the lovely science in it. Simple! Wernher: Only twelve days until Sunshot 3 arrives at Duna, but already we're getting some very early images from the probe's onboard camera and something looks different. Gene: Different how? Wernher: You all remember how before The Anomaly, Duna and its moon Ike were mutually tidally locked? Bob: Yeah, so? Wernher: Well, it appears that Duna now has two moons! Everyone: *gasp* Wernher: And even more incredibly, neither of them is Ike! Everyone *GASP!*
  25. Quick update- new GPU is working, I fired up this save again and launched another Green Condor contract satellite and everything still works. That wasn't guaranteed due to save-breaking changes to things like RealFuels in their most recent versions, but fortunately I haven't installed any of that so I can continue this when I come back to it. Mars isn't going to get flags and footprints on it by itself!
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