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KSP2 Release Notes
Everything posted by jimmymcgoochie
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My load times vary wildly depending on which of my collection of KSP copies I'm using- a relatively stock setup with a few parts mods, no graphics mods and some general utilities takes under 5 minutes, but my RSS/RO/RP-1 game with over 50,000 patches can take over twenty minutes (with a small chance of a PC crash on the main menu for reasons I still can't explain). All my KSPs are stored on an external SSD that I bought specifically for that purpose, it makes a significant difference to load times. Try the Hyperspace mod, it might help- but only if you don't change your installed mods/patches very often (if ever): It's also a good idea to disable frame limits and V-sync as the game's loading speed is related to FPS for some reason and both of those things reduce your frame rates and so increase load times. If you're not using the Making History mission stuff then Making Less History will remove that bit (and the Woomerang/Dessert launch sites unfortunately) without deleting the parts that come with the DLC, that can help load times and RAM use when the game is running. It still works in 1.12 last time I checked. Generally speaking most of the other options are variations of "delete anything you don't absolutely need", whether that's removing parts from mods, clearing deprecated stock parts, or removing IVA views that you don't want- for parts mods with lots of ship/station/base stuff, this can make a pretty big difference. Another solution is to use a faster storage drive, the faster the read rate the faster the game will load- putting KSP on an external SSD cut my load times by nearly half versus my PC's built in HDD and having an internal SSD will make that even faster.
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Gene: What are you doing, Bob? Bob: Moving that so-called "station" we launched for that contract. Gene: Why? Bob: To dock it to the new one. Gene: What new station??? Bob: That one. We call it Azimuth Space Station. *plane noises* Gene: What was that? Bill: Just sending up a docking adapter and the crew for the station. Gene: ...did you just send crew up in that plane? Bill: Yes. Gene: With no escape systems? Bill: ...they had parachutes? Bill: Crew are docked, how's that extra module coming Bob? Bob: Docking adapter is attached, just need to connect everything up now and... Bill: Huh, that's annoying. Gene: What? Bill: The batteries aren't charging up as much as we'd hoped so they keep running out when the station's on the dark side of Kerbin. Bob: Can't we just send up some more solar panels? Bill: You read my mind Wernher: Hey guys? Look at this. Val: ...it's a tree? Wooooow! Wernher: It's a tree in the sea! Doesn't anyone see how that's weird? Jeb: You sound like Linus. Everyone: *GASP* Jeb: What? The doctors let me out this morning, as long as I keep taking my medicine. They said Sanlan'll be out soon too once she stops crying about how Sammy ran away. Jeb: Hey, I can see my house from there! Val: I'll tranq you again, don't think I won't. Jeb: No, I mean I can literally see the KSC, it's right above the rover's comms dish. Val: Wha- oh yeah, so it is. What's that rover doing? Bob: Contract to scan a Baobab tree, though why they couldn't just do that themselves is beyond me. Val: Who's driving the rover? Bob: Bill? Bill: Bob? Jeb: Tree! *crash* Val: You did say "scan" the tree, not "ram" it, right? Val: Yeah, just shoot lasers at it too, why not. Jeb: Poor tree, sitting there minding its own business, the only thing for miles around and you run straight into it. Morty: When you're all finished worrying about a tree, can you do something about this contract to recover a part from Kerbin orbit? And while you're at it get rid of that stupid fuel tank you left up there with that "calibration run"? Gene: Good idea, you can use the tank as a test for whatever design you come up with. Bob: Got it! Hopefully it'll stay pointing in the right direction on the way down. Bill: Uh oh... *EXPLOSIONS!* Morty: All those funds, up in smoke. Jeb: Much explode! So wow! Val: I knew someone else around here would speak meme! Bobak: Hang on a minute- what about that Moho probe? Gene: Moho probe? Bob: Ah, yes. That. Bill: We were so busy worrying about the trajectory... Bob: And staging all the extra boosters... Bill: We completely forgot about the publicity shots. Bob: We can get some when we're going past Moho, nobody will even notice. Jeb: So what did I miss while I was gone? Val: We invented a new game called "Poke Morty Until He Pukes". Morty: not again! *runs* Val: Yeah, he runs away to make it more challenging, but that just makes it more fun. Jeb: Sounds fun! *runs after Morty* Val: Not the eyes, Jeb!
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Don’ worry, I fixed it Today I made a space station, docked a contract “space station” to it then undocked it again to shoehorn a power module between the two because my shiny new space station kept running out of power whenever it got dark as the solar panels couldn’t power everything and recharge the batteries fully before going into Kerbin’s shadow. The station now has more solar panels, backup fuel cells and a crew of four doing Space ScienceTM And unrelated, I crashed a rover into a really big tree that was literally the only thing for miles in any direction. And then fired a laser at it because somehow that’s ScienceTM too…
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Really pinpoint landings
jimmymcgoochie replied to alkir-2's topic in KSP1 Gameplay Questions and Tutorials
Vertical construction while landed is a tricky thing to do, but not impossible- you'll need a lot of fuel to counter gravity and full RCS control for translation and the bigger the craft the more difficult it will be. If you can land on the Mun, you can hover over the surface. Point radial out from the probe core (you could try radial in using the docking port on the underside but that could get confusing very quickly) and apply just enough throttle that you hover at a steady altitude. Set your RCS thrusters to only fire for translation and not rotation (pitch/roll/yaw) by disabling those in the actuation toggles- I believe you need advanced tweakables enabled to have that option- and move carefully across the surface until you're hovering right on top of your target, then throttle down slightly and drop on top of the docking port. For a small probe it should be fairly easy; for a large base module or something similar it'll be a lot harder to do as your controls will be a lot more sluggish and you'll need a lot more fuel (and probably some proper engines too). Or you could try making a crane? -
A Very Basic Space Program | RSS/RO/RP-1
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Was flying low science removed? I’m quite surprised that you’re already in 1952 with just a few rocket launches and not a single plane to scrape up the airborne science. -
Mortimer: Excuse me, but why is there a bill here from a seed wholesaler for half a ton of kale seeds? Bob: It's for the greenhouse. Morty: Greenhouse? What greenhouse? Bob: I'm glad you asked... Morty: A space greenhouse? Why? Bob: Because it would be beneficial to grow food in space instead of having to ship it all out from Kerbin, because plants are a natural scrubber and will turn waste products into usable food, and because there's a contract for it. Morty: Why didn't you lead with that? Bob: Oh, and the first and second stages of the booster were both recovered intact so the total launch cost was much lower than usual. Morty: *approving noises* Bill: And if you thought that was good, watch this! Morty: What's that grey thing? Bob: Reference payload, just a couple of fuel tanks and stuff. Morty: What on Kerbin for!? Bob: Calibrating the automated systems so we can automate payload launching in the future using the same flight profile. Bob: Hmm, someone's been mucking about with the control systems, I can't seem to get the wheel steering to work. Morty: Forget that, what does all this mean for the budget? Bill: Results are in- total payload capacity 20.6 tons, total cost a smidge under 4500 funds so 221 funds per ton, maximum orbital altitude 91km. Morty: 221 funds per ton!? Bob: OK, second payload attached and we're ready for the transport run. Val: YOINK! *steals Bob's chair at the control desk* Bob: Hey! Val: I like this seat, nice and comfy. What does this button- *automated drinks dispenser system activates* WOAH! This is awesome! Morty: Looks expensive Bob: 221 funds per ton. Morty: ...fine. Val: Now this is one hot bird! Bill: Take it easy there Val, you don't want to overheat it or something might break. Val: Quit your whining, nothing's gonna *fzzt* *instant flat spin* ENGINE FAILURE! Bob, Bill, Morty: AAAAAAAAAAAAAAAAAAAAAAAAA-! Val: Got it Dangit, plane, are you trying to make me look bad or something? Bob, Bill, Morty: -AAAAaaaaaaa..? It's not exploding? Val: Your faith in my piloting skills is palpable... OK, payload away and coming home. Morty: Hang on- did you just dump 18 tons of rocket fuel into the upper atmosphere? Val: *shrug* I dunno, I just hit the "release payload" button and the computer did the rest. Morty: Why didn't you keep it and just bring it back!? Bob: It doesn't work like that. Bill: You need to get rid of the weight so the system can fly the descent properly, otherwise it wouldn't work. Val: Runway in sight. Bob: Little bit to the left- Val: *shushing gesture* You didn't like it when I tried to back-seat pilot you and I'm an actual pilot. Bill: That's you told Val: Touchdown? How'd I do? Bill: 17.5 tons to a 92km orbit, 8900 funds per flight, 509 funds per ton. Bob: Pathetic. Val: Engine failure, remember? Bob: Because you overheated it during the ascent! Val: Did not! Bob: Did too! Val: Did not not not- Bob: Did too too too- you get the idea... Morty: *mutters* Accountant? Try babysitter... Bob: Ow! Stop poking me! Val: You poked me first! *poke* Bob: *poke poke poke*- Val: *poke poke poke*- Morty: *mutters* I can't believe I have to do this... Val, Bob: *pokepokepokepokepoke*- Morty: Who wants a cookie? Val, Bob, Bill: COOKIES! Morty: Too bad, I don't have any- Val: *poke* Morty: Hey! Don't poke me! Val, Bob, Bill: *pokepokepokepoke* Morty: Aaagh! HELP! Morty runs out of Mission Control with Val, Bob and Bill in hot pursuit.
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Try the mod Persistent Thrust, it’s made specifically for this type of thing- though you’d be better off using a chemical rocket to do most/all of your transfer burn due to the much higher TWR. edit: Whoops, I didn’t realise this was in the KSP2 forum . I’d imagine that with all the extremely long range travelling needed to go interstellar with big fusion drives and such, accelerating during time warp would be a stock part of KSP2 and even accelerating without having to keep the focus on the vessel- just tell it when and where to go and leave it to it while you do something else; with burn times of potentially weeks or months on some of the more high-efficiency propulsion systems that would be almost a necessity.
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RSSVE and EVO are two RSS visual mods- EVO has much higher resolution textures (32-64k) so looks better but also taxes your GPU a whole lot more than RSSVE which has 2-8k textures. Both add clouds with volumetric 3D effects when you’re near/in them and both require both EVE and scatterer to work. Unless your PC is a really high-end gaming rig with a beefy GPU and lots (32GB+) of RAM, I’d suggest sticking with RSSVE over EVO just due to the performance. If you’re interested in a more “real” game, Realism Overhaul and Realistic Progression (RO and RP-1) are recommended- RO adds a lot of real engines, capsules and fuel types while RP-1 is a career mode rewrite which starts in 1951 and progresses through the Space Race with all the various rockets etc. appearing in approximately the same time periods as their real life counterparts. Want to build a proper replica of a Proton, Saturn V or Ariane 5 with the correct engines, fuels and performance? RO allows you to do so. Want to beat Sputnik to orbit and Apollo to the Moon? RP-1 lets you try. Or alternatively, SMURFF rebalances the stock parts’ stats to make them usable in RSS as the stock parts are pretty terrible compared to the real thing- the fuel tank mass ratios are capped at 9 in most cases which really limits your overall delta-V, plus engine TWRs are really low making getting off the ground even harder. SMURFF also works on some stock-alike mods, but I’ve never tried it myself so I don’t know which.
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New GPU is exactly the same as old GPU so it could easily handle the load, but I started without any graphics mods and sticking them in part way through would just look odd and wouldn’t fit with the story.
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Try verifying the files in Steam: Right click KSP in your Steam library and click “Properties”; Click “local files” then “verify integrity of game files”; Steam will check the game files and redownload any that are missing or corrupted. If that doesn’t resolve the problem: Copy your save files to the desktop (right click KSP in Steam > manage > browse local files, take the entire folder for your save game(s) out of KSP/saves); Uninstall KSP completely; Reinstall KSP from scratch, copy your save files back into KSP/saves and fire it up.
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Not much KSPing for me today- first the game wouldn't load, then a fresh reinstall of the mods in a new copy of 1.12.1 fixed that but some mods seemed to be missing/not working, then I tried to upgrade it to 1.12.2 but Kerbalism threw a metric ton of exceptions as soon as I tried to load my save so I gave up on that. I'll try again tomorrow, but this might bring a rather premature end to my current career game...
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I was a little bit worried there for a while- the game just wasn't loading and threw exceptions any time I tried. In the end I just made a completely new copy of KSP 1.12.1, installed the same mods and copied the save over and it worked perfectly fine, the old copy must have broken somehow doing mod updates. Crisis averted and this story can continue! No, but Audacity is definitely on the back burner for now. I have a good idea of where I want the story to go, but how to get there is a lot less clear and might take a while. Also I now have a shiny new GPU which is why the screenshots suddenly started looking a lot better and why I'm throwing more mods like DOE into this game- but still no EVE or scatterer.
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Is this thread going to be a list of all the planet packs? How about rescaled systems like JNSQ or RSS? I nominate Galileo’s Planet Pack and Grannus Expansion Pack, they work well separately or together; Snarkiverse, rearranging the stock system for a new and interesting challenge; and Beyond Home, because who doesn’t like binary stars and terraformed moons?
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[Sorry but abandoned]Photon Propulsion
jimmymcgoochie replied to CFYL's topic in KSP1 Mod Development
Missing an obvious pun by not calling them Fauxtons. Photon propulsion- giving a new meaning to the term “torch drive”. -
That’s not going to buff out…
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Sanlan: *runs through the VAB wearing nothing but a hospital gown, trailing an IV stand behind her* We're all in a simulation, I tell you! Nothing is real! Val: *shoots Sanlan with a tranquiliser dart from the rafters* Gene: How did you get so good with a tranquiliser gun, Val? Val: Easy- I grew up with Jeb. Gene: Ah. That explains it. Gus: Can we get her out of here? The crawler's about to come in and move this rocket to the launch pad and she's in the way. Val: I'll get the legs, you get the arms. Gene: What's this rocket for exactly? Bobak: Scanning satellite for Kerbin. Visual, SAR and resource scanners and an orbital survey scanner with a BEEP experiment on it. Gene: A beep experiment? Bobak: No, not beep, BEEP. It's an acronym, but don't ask me what it stands for. Gene: What does it- never mind. Mortimer: I've got contracts stacking up here for that satellite, you'd better hurry up and finish some of the others off so we can accept these before the satellite maps too much of the surface. Gene: Why can't we just accept them now? Mortimer: Mission Control needs upgraded. Something about Health and Safety I think? Take it up with the union. Bobak: We have a union? Wernher: Did you all like that scanning satellite? Because we're about to launch two more quite like it to Dres and Minmus. Bob: I've never seen a rocket that orange before- at least not one that's in one piece and not exploding. Wernher: All cryo engines for minimum weight and maximum delta-V, though it's a bit more expensive than a conventional design. Mortimer: I'm still standing right here, you know, I can hear what you're saying. Wernher: Hey, most of the cost will come back when the booster stages get recovered. We even put separation motors on them to push them back down into the atmosphere. Bill: So, uh, bad news- those boosters aren't coming back down. One of them managed to actually go higher with those separation motors and the other is just stuck skimming the upper atmosphere. Wernher: So fire the engine- Bill: We tried, it blew up. Mortimer: *sad accountant noises* Linus: *bursts into the room with a slightly deranged grin* HAHA! I KNEW IT! Gene: Knew what, Linus? Gene: It's... some kind of sculpture? Bobak: Modern art installation? Bill: I don't get it. Linus: GAAAAH! You're all useless! *storms off again* Bob: Bill, it's ready. Bill: At last! Everyone, please join us as we unveil the fruits of our labour. Bob: The culmination of many Kerbal-hours of research, design and modelling. Bill: A design that we definitely didn't steal off the internet. Bob: Project Kronus. Mortimer: I don't even want to know how much that thing costs. Bob: About a hundred thousand funds in total, not counting the several hundred thousand needed to start producing all those parts- Mortimer: *faints* Bill: But it's worth it! Val: Wow, that was loud. How many engines- Bill: Nine engines, with afterburners. Bob: And no, you can't fly it- it's entirely autonomous. Val: Bah. Bob: Once in space, the fairing opens and the payload is released. Val: You totally stole fuel out of that big tank though. Bill: Hey, it's a prototype! You don't expect everything to work perfectly on the first try, do you? Besides, this was a bit heavier than the normal payload weight for this thing, we wanted to really test it out. Gene: What's the 'normal payload weight'? Bob: About 20 tons per flight. Bobak: And what about after the payload is released? Val: Getting a little bit hot there Bob, you might want to slow down a bit. Bob: You might be the pilot here, Val, but I'm flying this one. Now shut up and let me concentrate. Val: Since when did you become so bossy? Bobak: I can see it out the window! Bill: So, what do you all think? Bob: Just bear in mind that that flight from the moment of MECO was entirely gliding- I didn't use the jets at all on the way down, just controlled the rate of descent with the pitch controls. Val: A spaceplane that can take 20 tons to orbit and back, that you can fly while sitting in a comfy chair on the ground eating popcorn? I'm totally on board with that. Gene: I'm impressed- 20 tons is more than we've been launching so far, with a bit of refinement to fix the ascent profile this could be an absolute game-changer. Mortimer: *recovers from fainting* Woah, you flew it back to the runway? Bob: Yup, so now we can give it a check over and most likely fit another payload to it. The only costs we'll have now are for fuel and fairing panels, so while it's a bit expensive in the short term, it'll pay for itself several times over in the long term. Mortimer: ...all right, I will admit that the long term benefits do outweigh the costs of developing it- but don't forget, I agreed to upgrade the hangar and runway just for this project too and those weren't cheap! I want a cost analysis comparing this thing to a conventional rocket- Bob: Like this one? *produces a glossy brochure prepared for exactly this occasion* Mortimer: *reads with increasingly wide eyes* That much!? *faints again* Bill: I think he's on board. Linus: *bursts into the room again with a totally demented grin* PROOF! Proof you ignorant oiks never even bothered to look for! Gene: Wha-? Bob: That's going to need a bit more than T-Cut and polish. Linus: *snatches brochure and smacks Bob over the head with it* You fool! Can't you see what this means!? This is incontrovertible proof that- Val: *shoots Linus with tranquiliser dart* Oh, put a sock in it Linus. Gene: I'd say 'space madness' but he hasn't even gone to space. Still, better move him in with Jeb and Sanlan for everyone's safety. *some days later* What time is it? Probe time! Dres Super-scanner: 9/10. Worked pretty much exactly as intended, though target orbit was changed from 250km to 195km to allow the orbital survey experiment to complete, however this does mean that some scanners aren't working optimally so will need to raise its orbit in a while to fix that; the BEEP experiment needs to be in space low which is much lower (50km?) and will need another orbital change after that, though there's plenty of fuel left for all that. Inclined orbit might be a problem for scanning the poles as some scanners need daylight to function. Minmus Super-scanner: 4/10. Required a course correction when entering Dres' SOI which was poorly executed, then another correction to try and capture into a 195km polar orbit for scanning and surveying. Transfer stage "Hecate" engine failed during the final capture burn meaning it had to rely on its own engine to complete the capture, severely limiting its delta-V as there was still plenty left in the transfer stage when it failed. Very slow spin rate should mitigate against the narrow field of view from operating at sub-optimal altitude, however inclined orbits of both Dres and Minmus could make scanning the poles rather challenging. Resupply mission, launched by the Kronus experimental spaceplane, unnamed: 8/10. Initial rendezvous delayed by the transfer burn occurring at the same time as the Minmus Super-scanner's course correction which took priority. Lack of reaction wheels meant the RCS had to be used for attitude control, however very little monopropellant was expended during the rendezvous and docking and the Dres Express is now fully provisioned for its next voyage. Linus: *groggily* Where am I? What happened? Jeb: Look, Sammy! It's Linus! What are you doing in here? Sanlan: You're not real either! It's all just a big simulation! Jeb: Like the Matrix? Cool! Linus: Your flimsy walls cannot hold me! I shall find them all, and when I do The Great One shall richly reward me-*thwhack* ow... *thud* Jeb: That wasn't very nice. Sanlan: What? He was being noisy during nap time. Jeb: A nap sounds nice. *immediate snoring* But as the space-mad trio doze, nobody sees the shadowy figure watching through the one-way mirror, smiling in the darkness...
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I'm pretty sure it's confirmed that there will be no speed of light delay of any kind in KSP2. Why would that be in any way useful or fun? "Oops, your staggeringly expensive interstellar ship that took decades of game time to develop the colonies and infrastructure to build just crashed into Rask because you pressed the throttle up button three years before the burn instead of four, too bad so sad." No thanks.
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RSS/RO questions
jimmymcgoochie replied to LHACK4142's topic in KSP1 Gameplay Questions and Tutorials
As far as I know, though I don't use it myself so I can't say for sure. -
Gene: OK, that's it. No more faffing about, get that ship back to Kerbin ASAP. Jeb, move it! Jeb: Bah, you're no fun. Gene: What's the fuel situation, Sanlan? Sanlan: We have enough fuel to get back in just 30 days and capture into LKO afterwards, but not much more. Wernher: Fill up every tank on that lander that doesn't hold rocket fuel- we can use it again for the next mission and it'll give you a little bit more delta-V. Sanlan: Okey dokey. Sanlan: Bye Dres! Bye Minmus! Jeb: ETA to Kerbin, 22 days; ETA to capture burn, 29 days. Shame we used up all the nitrogen, we'll just have to sit in these suits and stew in our own juices all that time. Sanlan: Ewww... *the next day, in Gene's office* Gervin: You wanted to see me? Gene: Ah, Gervin. Take a seat. Gervin: What's this about? Gene: You remember where we found you? Gervin: I try not to think about- Gene: Alone, trapped in a tiny tin can, floating helplessly around Kerbin with just millimetres of material separating you from the cold, black, endless void of hard vacuum. Gervin: *starts crying* stop! Gene: You don't want to go back there, do you? Gervin: Nonononono! Gene: Good. Because you're up for the next satellite repair mission and if you so much as think about "borrowing" some parts off of that satellite... Gervin: OK, OK, I get the point Gene: Excellent. Off you go then. And not a single part went missing from the satellite. How strange... *knock on the door* Gene: Bill, Bob, do come in. Bob: So we've been thinking. Gene: Oh boy... Bill: It's not really the best time to be doing this and the planets are in the wrong places, but if we get the timing just right we can get a probe over to Eve and into orbit and throw a lander at the atmosphere. Bob: We put the best relay dishes we've got on it so it'll be beneficial to other missions in the future as well. Just think of the science we could get from an orbiter/lander mission! Bill: And we'd finally find out if Eve gained or lost any moons during The Anomaly. Gene: What's this going to cost? Bob: Er, well... Gene: That's... not as much as I was thinking. Bob: It does help that we can recover all these boosters. Bill: Yeah, definitely. I don't know exactly what Linus' recovery system does but I can't argue with the results. At the rate he's going, by this time next year Wernher will be his intern. Gene: Ah, hello, Wernher. What's up? Wernher: Well, it's... *looks around nervously* It's Linus. Gene: What about him? Wernher: He's been acting, well... strange lately. Gene: Define "strange". Wernher: You recall last week when Amphibious Rover 2 found that abandoned facility on that island in the south? How Linus was practically beside himself because there was no launchpad there? Gene: Yes, that was a bit weird. Wernher: Well, this morning we took another look at that rover and would you believe it, there was a launchpad! Looks like it's been there as long as all the other buildings too. Wernher: Linus seemed to be absolutely furious when we showed him that image but none of us could understand why. He set the other remaining Amphibious Rover to drive off across the badlands and into some mountains for no discernible reason at all then stormed off in a tremendous huff. Gene: He's probably just overstressed from all the work that's being going on here lately. We should give the team a day off once Jeb and Sanlan are back and out of quarantine. Wernher: Speaking of which- we've got the return craft ready to pick them and their samples up when they arrive in orbit and bring them back down to the surface. Jeb: AHOY THERE KERBLINGS! Gene: Jeb! Volume down! Jeb: OK, OK, sheesh... We're back in orbit and I'm pretty sure I paid for the orbit to surface transfer service. Pretty sure Sanlan didn't though. Sanlan: Hiiiiii Kerbin! *giggle* Wernher: Taxi for Jeb and Sanlan, coming right up. Literally. Gene: And not a moment too soon either. Definitely need to pack more nitrogen for future missions, spending that long in a spacesuit is clearly not good for the crew's mental state. Bob: Remember the samples! Jeb: Yeah, yeah, sciencey stuff moved to the sciencey box. Bill: Remember to top up the tanks on the Dres Express as much as you can, there's plenty of resources in that return craft that'll be useful for it. Sanlan: No problemo, Sammy. Bill: Who's Sammy? Jeb: OK, we're coming down now. Sanlan: Whoops, should have kept more fuel. We're overshooting. Gene: How badly? Jeb: 65km straight up. Gene: Oh... Bobak: Scramble the recovery crews, but tell them to prep the hazmat teams too- that capsule is going to be ripe... Sanlan: Is it just me or does the capsule look happy to be back too? Jeb: I don't get it. Sanlan: Because the solar panels look like arms and it's going "Woo! I'm back!" Jeb: ...nope. Sanlan: You agree with me, don't you Sammy? Sammy!? Jeb: Wait, where's Sammy gone!? Sanlan: Was he ever there at all? Was he even real? Are any of us real!? Gene: OK, that's enough existential dread for one afternoon. What's the status of the samples? Wernher: *drooling* Bob: So. Much. SCIENCE! Linus: They didn't even look for AN-6. What's the point in going all the way out there to not even bother looking? *storms off* Gene: Yeah, there's definitely something strange about Linus. Bob: Agreed. Bill: Totally. Bobak: So that's not how he acts normally? Gus: Seriously, is NOBODY going to comment on the fact that we just upgraded the Spaceplane Hangar and the runway in record time? Gene: Whaaa- when did that happen? Bill: Our cunning plan is coming together nicely, Robert. Bob: Now all we need is that 2.5 metre fairing and Project Kronus will be complete, William. Bill: Nobody will expect- Val: The Spanish Inquisition? Bill, Bob: *blank stares* Val: What, am I the only one around here who speaks meme?
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Concrete is a bad choice for several reasons- it takes a lot of energy to make; is heavy (bad for the rocket equation); isn’t that good at taking the kinds of forces you’d get from space travel (it’s good for compression but bad for tension and tends to shatter if you hit it hard enough); and it requires copious quantities of water and the right kind of sand or sand-like materials, which would be better used in other offworld activities like keeping humans alive, making fuel and building surface structures either on or under the ground. Mars is a good place to make steel- plenty of iron and carbon around to do so assuming that a suitable smelting system that doesn’t need oxygen can be created; elsewhere you could try making aluminium or ceramics depending on what local rocks and ores are available.
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Saves won't open
jimmymcgoochie replied to Mr. Beantown's topic in KSP1 Technical Support (PC, modded installs)
Log files please, without them there’s almost no information to go on. Also KSP version and mods (with versions if possible) will also help, along with basic PC specs (CPU, RAM and GPU should be enough).- 1 reply
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The logs look incomplete to me, ending abruptly without actually finishing the loading process. Can you reboot the game, let it reach the menu and then get the logs from that? Also try watching your CPU/RAM usage after it reaches “loading complete” as there may be a hardware bottleneck slowing it down. Are all your mods listed as being 1.12 compatible?
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RSS/RO questions
jimmymcgoochie replied to LHACK4142's topic in KSP1 Gameplay Questions and Tutorials
If you’re playing RO, you probably shouldn’t be using the stock parts at all. RO has a bunch of mods either included by it or strongly recommended for it which add engines, crew pods and other such things; if some look like stock parts, that’s because the stock parts were modelled on the real thing- Making History includes a lot of stuff like that including parts for Kerbalised Titan, Saturn V and R-7 rockets and for both Gemini and Vostok/Voshkod crew capsules, but they probably won’t be used in RO as there are mods which model these parts much more realistically e.g. BDB, FASA and Tantares. If you want to make replicas of real historical rockets, BDB/FASA/Tantares are what you want; if you want to make your own stuff, it’s better to go with procedural parts- much as I dislike them in stock, they’re built into RO pretty significantly and are incredibly customisable both in terms of size/shape and appearance. There are plenty more mods I could suggest, but they depend on whether you’re also using RP-1 or not.