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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. 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!
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. 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.
  9. 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!*
  10. 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!
  11. 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.
  12. 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!
  13. 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…
  14. 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?
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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...
  22. 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.
  23. 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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