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KSP2 Release Notes
Everything posted by jimmymcgoochie
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"High G" contract?
jimmymcgoochie replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
>10G for ~5 seconds usually does the trick, stick some SRBs with just enough fuel to provide that much force for that long under your crew pod/cabin and spam parachutes on it to recover the whole thing. Fins optional for a more precise landing. -
Controversy alert! With the right lighting, Dres can look good too...
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Walt (in press conference): This latest launch will deploy a prototype supply craft and send it over to Dres to rendezvous with the Dres Express currently in orbit there. Journalist: So they're stranded? Walt: No, they're not. This is a routine test flight of a technology demonstrator to establish the requirements for future supply runs to the most obvious candidate for a more permanent interplanetary station or base. Journalist: They're stranded though, right? Walt: They're not stranded, shipwrecked or otherwise stuck around Dres in any way, shape or form, OK!? They have plenty of supplies and plenty of fuel to get back. Journalist: Then why is it called "Drescue 1"? Walt: Ha ha! Those engineers and their terrible puns, eh? Journalist: But- Walt: NO MORE QUESTIONS! Walt wasn't the only one dealing with awkward questions... Linus: How on Kerbin did that happen!? Bob: What's up, Linus? Bob: Yeah, that looks wrong to me too. Linus: It's like the relay dish forgot it was set to deploy axially and is now deploying radially instead. Bob: So it's deploying the wrong way? Linus: No, it's deploying to where it was retracted before and retracting down so it lifts the wheels off the ground. Bob: Weird. When did that happen? Linus: I think it started happening when I fired that "fix broken parts" cheat button. Bob: *bemused blinking* Linus: Er, I mean when it came ashore and I tried to switch the autopilot from "sea" to "land" mode. Bob: Maybe you should take a break, the solution might come to you. *five minutes later* Linus: I just can't figure out how- Linus: Whaaaaa-? How? Bob: Oh, hey, Linus. So I drove that rover over the hill there and look what I found! Bob: Weird thing though, we still haven't received that message like with the other old launchsites we've found. Maybe it'll just take a while? Linus: ...maybe? It should have worked that time because we were outside of physics range and drove up to it properly. *ping* Bob: Ooh, my cookies are done! *runs off* Linus: I thought that was the doorbell? *some time later* Gene: Look, the deal is simple. Go out, stick one part on the satellite, come back. No random reassembling of the satellite once the contract is done, got it? Liszon: Sure. Gene: Good. Liszon: Found it! Gene: Now remember- just stick the reaction wheel on it and then leave it alone. Liszon: Boop! Gene: Good, now come on back- Liszon: Look, I have a space sombrero! Gene: *facepalm* That would have been a useful high orbit relay if you had just left it alone like I told you to! Liszon: But now it's ART! Gene: If you land on the wrong side of Kerbin, you're paying your own fare back. Liszon: I actually am landing on the wrong side of Kerbin... But you were joking, right? silence Liszon: Right? It's Probe Time again! Dres sample probe: 8/10. Lost points for nearly crashing into/landing on a steep hill and for the engine on the transfer stage exploding while on a suborbital trajectory, but gathered all its science and found a reasonably flat bit to land on. Should be easy for the crewed lander to land nearby to retrieve those samples. Minmus sample probe: 11/10. Landed on the flattest terrain possible, with a great view and loads of fuel left over which the crewed lander can take to refuel the Dres Express CSM. Lost a point for doing the transfer burn near apoapsis, which was most of the way out towards Minmus to start with. Drescue 1: 4/10, just because its arrival meant that the lander had to be undocked and Sanlan got a bit carried away and decided to land it, leaving a confused Jeb in the capsule watching his lander flying off without him. Gene: SANLAN! It was supposed to be JEB landing on Dres, not you! Sanlan: Well, I've been locked in this lander can for the last three days because of that stupid spider and when you told me to undock I panicked a little bit and just did the first thing that came into my head. Gene: ...well, I must admit your landing was spot-on. Sanlan: You know, for all that everyone keeps hating on Dres, right now it looks kinda pretty... Wernher: OK, enough sightseeing. You've got samples to gather, experiments to run and that deployed science cluster to set up. Time is of the essence here. Sanlan: I've got like an hour before the orbiter comes back, chill. *later* Sanlan: Hi Jeb, I'm baaaack! Now move that stupid supply thingy out the way so I can dock the lander. Jeb: ... Sanlan: Aww, c'mon, don't be like that. I even apologised to you on the flag plaque. Jeb: ...fine. Sanlan: And now I'll just deorbit that thing and crash it into Dres. Jeb: WAIT! Sammy's still on that ship! Sanlan: Oops, too late... Jeb: *some time later* Jeb: Hey look, it's Minmus! Sanlan: Yes, Jeb, it's Minmus. We've been heading towards it for the last day and a half now. Jeb: Hey, what's that over there? Sanlan: Huh? I don't see-*thwack* Jeb: MY LANDER! MY EVA PACK! ALL MINE! Mwahahahaha! Gene: ... Jeb: Watch and learn, suckers! Jeb: SCIENCE! BOOM! Jeb: PRECISION LANDING! BOOM! Val: There's about 6% gravity out there- Jeb: THAT'S NOT IMPORTANT! Jeb: FLAG PLANTED! BOOM! Sanlan: Ow, my head! Did you hit me with that flange from the experiments kit or something? Jeb: MORE SCIENCE! BOOM! Sanlan: That's not how you set that up- Jeb: You don't like how I'm doing it? Why don't you COME DOWN HERE AND DO IT YOURSELF THEN!? Sanlan: Because you left your own jetpack at home and stole mine, and because I'm in the ship that'll take us home again, and because unlike you I'm not having some kind of space madness induced breakdown? Jeb: I DON'T HAVE SPACE MADNESS! ISN'T THAT RIGHT SAMMY? Sanlan: Sammy's dead! Sammy: *whispers right beside Sanlan's ear* That's what you think... Sanlan: WHAT THE-! Gene: Cut the feed! *connection terminated*
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[1.12.5] Restock - Revamping KSP's art (August 28)
jimmymcgoochie replied to Nertea's topic in KSP1 Mod Releases
KSP 1.12.1, just found an interesting bug with the HG-20 (Making History) relay dish- I have one on a rover set to axial deployment (horizontal when stowed, vertically up when deployed), but when I used the "fix repairable" cheat it changed to being radial (vertically down when stowed, horizontal when deployed) which means a) when retracted, it lifts the wheels off the ground and will probably break and b) when deployed, it gets shielded by the service bay it's inside so doesn't work. Switching to space centre/tracking station/another craft outside physics range and back again seems to fix it. -
Due to a docking port crossfeed mishap, Jeb and engineer Sanlan are in a bit of a pickle around Dres- they have enough fuel to do the landings on Dres and Minmus or to come back to Kerbin, but not both; fortunately they have loads of life support supplies and this is the Snarkiverse, where Dres has Minmus as a moon and orbits Kerbol in a nearly identical orbit to Kerbin so is easily reachable in 10-20 days. This might be an excuse to build a space station with some big fuel tanks on it and send that to Dres…
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I don’t often shout at the screen when watching a video, but this… Just point at the thing and fire! Stop trying to tickle the satellite and just GRAB IT! Or just kill your relative velocity beside it and forget about grabbing it altogether. And those cargo containers were unnecessary, the Mk2 pod has its own cargo storage with more than enough room to fit that antenna. You also left the satellite in place and didn’t even use the free gravity gravioli detector, or steal it for bonus funds; I’d have stripped that thing down for parts as soon as the contract completed.
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Gene: So Wernher, how are the rovers doing? Wernher: ... Gene: Ground Control to Doctor von Kerman? Wernher: ...huh? Sorry, I was a bit (glances over at Linus who's watching from across the room) distracted. Gene: The rovers. Wernher: Ah yes, the rovers. Well, mostly fine. Gene: Define "mostly". Wernher: Well... Morty: Anything else broken besides the wheel? Wernher: No, just the wheel. Morty: Good, we'll get more money for it that way. Gene: How about the Dres rover? Wernher: Found a smaller canyon further along from the big one we landed that probe in, now it's off looking for the rest of the science it can find. Gene: Minmus? Wernher: Found all the biomes, got all the data it could. It's in hibernation mode now, though the parts could still be useful for a later mission. Gene: The Mun rover? Wernher: Pranged a wheel but otherwise working fine, currently driving across the Mun to find the last of the craters biomes. Gene: And the other Kerbin rovers. Wernher: Well, Amphibious Rover 4 reached Crater Island, and sure enough there was an old launchsite out there just like Linus said... Linus: Had to drive away a bit and come back before the locator thing kicked in stupid autopilot spawning too close again... Gene: Huh? Wernher: *visible panic* Linus: Turned the jets on to try and go uphill, but it must've hit a bump or something because, well... Morty: You spent how long making it cross that ocean, just to crash it right next to the launchpad where you could have had it returned for a full refund!? Linus: Sorry, I'm just a fallible carbon-based lifeform like everyone else. Morty: *confused blinking* Wernher: *slowly backs away* Jeb: AHOY THERE MOON THIEF! YOU THINK YOU CAN JUST STEAL OUR LITTLE MINTY MOON WITHOUT ANY- Gene: Volume, Jeb! Turn it down! Jeb: How about this? Gene: Keep going. Jeb: Now? Gene: Yep, that's good. Jeb: So we're here at Dres. Here's me doing the first EVA around another celestial body in a Kerbol-centric orbit (chew on that, Val! ): Gene: You remember the part where we all said "Don't look right at the sun with your helmet visor up or you'll go blind"? Jeb: It was only for a couple of seconds so I could get a photo. Big deal. Linus: How can he do emojis on a voice channel? Wernher: *runs away* Jeb: And here's me doing that stupid spinny flange thing "for science!" or something whatever... Bill: *sheepish* Hi, everyone... Gene: What's up, Bill? Bill: Well, you know when we ran the calculations to make sure that Jeb and Sanlan could come back from Dres? Gene: Uh oh... Bill: The calculations were all fine, but somewhere along the way they must have tripped the switch that activates fuel crossfeed across the docking ports because the CSM has been draining the lander's fuel tanks as well as its own. There's enough fuel left to land on Dres and Minmus with the lander, or to come back to Kerbin with the CSM, but not both. Jeb: Probably Sanlan's fault, flailing around trying to escape that teeny little spider. Sanlan: It was a really big spider OK? And I wasn't expecting it because WE'RE IN SPACE! Bill: So what do we do? Gus: Maybe if Morty finally coughs up the funds, we can upgrade R&D and they can figure out how to pump fuel between the tanks. Morty: ...fine. Gus: Sweet! *leaves* *sounds of heavy construction equipment starting up* Bill: Hey Bob, any ideas on how to not strand Jeb on Dres? Bob: Sorry, I'm busy looking after these sample probes. Bill: Hey, we could steal fuel from those! Bob: Not very easily- there's no docking port on either of the sampler craft and the transfer stage is methalox. Linus: We could transfer fuel from the probes to the crew lander if they landed really close together, but the CSM will need a lot more than that to get back with all those samples on board. Gene: What about a refuelling mission? Morty: Did you not see me handing over literally all our funds to Gus to upgrade R&D literally two seconds ago? Gene: It was more like thirty seconds, but I take your point. What's their supply situation. Val: Two hundred days of everything important, they'll last for half a year easily. Assuming they don't both get space madness and start venting it all into space. Sanlan: ...s-s-s-space madness? Jeb: Pah, space madness is nothing to be afraid of. I have it and I'm completely normal. Sanlan: eek Gene: So the plan is, put the fuel in the lander, land the probes, land the lander beside the probes, steal fuel from the probes, then send the lander back to the CSM and hope there's enough fuel left at the end of all that to come back? Val: Sounds fine to me. Bill: And me. Bob: They'll be able to get rid of the weight of those deployed science arrays once they've landed. I recommend we get Sanlan to rip off any unnecessary weight from the ship anyway, every kilogram of excess weight will cost them delta-V. Jeb: I feel attacked by that last statement... Val: You should, Jebe-diet. Jeb: Hey! Walt: Sorry I'm late, this stupid hazmat suit is really awkward to walk around the KSC in. Val: Too bad, a bet's a bet. Walt: I'm never touching Linus' homebrew booze again... So what have I missed? Bob: Well, see, the thing is... We may have just stranded Jeb and Sanlan out at Dres. Walt: You. What... *eye twitch* Jeb: Just say there was a bug in the system, which is mostly accurate- just don't say what type of bug and people will think it's a computer failure instead of Sanlan freaking out at a miniscule spider- Sanlan: Why did I agree to go on this mission? *loud crashing noise from outside* Gus: DOOBURRY, FOR THE LAST TIME YOU ARE NOT FORKLIFT QUALIFIED! THAT'S COMING OUT OF YOUR PAYCHECK! Sanlan: AIEEEEEEEEEEEEEEEEE! IT'S BACK! Jeb: Shh, you'll scare Sammy. Sanlan: I'LL SCARE HIM!?!? *docking port hatch slams shut* Jeb: Rude. Sammy (the spider): I know, right? Jeb: AIEEEEEEEEEEEE!
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Why are you on the Kerbal Space Programs forum asking for help for a completely unrelated game? Take it up with the support team on whatever system you’re trying to download it through (e.g. Steam).
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Short answer, you don’t. Longer answer: Realism Overhaul and all the related mods aren’t updated past KSP 1.10, using them in a later version can cause unexpected problems (I know, I’ve been running RO and RP-1 in KSP 1.11 for a while now and it’s not something I’d recommend). You can easily downgrade your KSP version to 1.10.1 and use that for all your Realism needs, the additional game features from 1.11 and 1.12 aren’t that useful in RO/RP-1 and in many cases are a hindrance rather than a help- variable RCS thrusters and separate EVA jetpacks are just two of the problems I’ve had to deal with while running in 1.11(.1). If you’re new to KSP, I suggest trying a slightly upscaled solar system first before going up to RSS- some are made to be bigger (e.g. JNSQ which is 2.7x stock size) and many others can be rescaled using Sigma Dimensions and Rescale; there’s also quarter and half scale RSS, though they seem to be quite old and haven’t been updated in a while. Jumping straight from stock scale to RSS is a massive adjustment, but getting used to an intermediate scale system eases the transition a lot. Most stock parts and stock-balanced mods are balanced for a ~2.5x scaled system (I’ve heard it said that the original plan was to have the 3-Kerbal pod being 1 metre in diameter, but technical difficulties doing that meant they had to make it 2.5x larger and that might be why) so this scale is generally seen as the best one for stock parts.
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Operation Send Jeb To Dres is a go! But first, the design team got their heads together for a serious discussion. Since the Dres mission is (hopefully!) coming back and the two-crew pod has ample sample storage space, why not take the materials bays and mystery goos on that trip and return with the samples? ...well, aside from the additional weight of nearly a ton from the six materials bays and two mystery goo capsules (each one holds three samples), that is. Adding that to the crew mission would be prohibitively heavy, so instead they came up with a compromise: launch them separately, have them do their science and then the crew can pick up the samples later. Simple! With the maximum size of rockets still limited by the relatively small launchpad (and the relatively small parts currently available) there was no chance of building an all in one craft to fly out, land on Dres and Minmus and then return in one go, or to launch the lander on the same rocket either. The lander was launched separately instead, with the crew and service module (CSM) launched on the next orbit. Jeb: SECURITY! There's some weirdo in my capsule! Sanlan: Uh, I work here? Jeb: Wait, do you? Gene: Yes, she does. Jeb: Huh. I was expecting Bill or Bob. Sanlan: I think I heard them saying something about "fifty days in a tin can with Jeb? Not for all the funds in the world!" or something like that. Bob: Hey! That was Bill, not me! Bill: Well, you said you'd rather spend the time rubbing a cheese grater across your face. Gene: Can we focus on the launch please? Jeb: Roger that, LAUNCHING!!! Gene: Jeb, wait- Gene: Jeb, you launched too early- you were supposed to wait so you could launch straight up beside the lander; now you have to try and rendezvous with it- in the dark. Linus: As is right and proper. Gene: Huh? Linus: ...never mind. Val: *whispers to Bill* Is it just me, or has Linus been acting weird lately? Jeb: Docking in three, two, one... Jeb: So you want me to burn that upper stage on the bottom of the lander first, then dump it once it's empty and finish on the CSM engine with a handbrake turn half way through? Wernher: That's not what I said, but close enough. Jeb: OK then, firing the engine and oh boy this thing is wobbling like crazy I mean it's just constantly swaying back and forth like a pendulum- Sanlan: Don't throw up don't throw up don't throw up... Jeb: What's that docking port made out of anyway, plasticene? It's not so bad now with the main engine but that was horrible. Val: Hey Jeb? Did you bring your EVA pack with you? Jeb: ...yes? Val: Because I just found an EVA pack with "Property of Jeb, do not touch" written on the back in your locker and I don't remember seeing you wearing one when you headed out to the launchpad. Jeb: ВЯЕZНЙЕVS ТФЕИДILS! Val: Hey, that's my line! And now for something completely slightly different... It's rover time! The Dres and Minmus super-rovers have arrived in Dres' SOI and will now begin their landing sequences. First up, Dres: 9/10 successful landing with fuel to spare despite switching to a direct descent trajectory because the margins looked tighter than they were. And now Minmus: 8/10 Landed safely with fuel to spare, on a plateau above the flats. Points deducted for nearly breaking the antenna while trying to remain "surface retrograde" when already landed. And finally, the Dres Relay completes its move to a lower (~400km) polar orbit to try and boost the signal from craft on the surface of Dres and Minmus back to Kerbin. 6/10 nearly drained the batteries by pointing the solar panels away from the sun but recovered at the last minute. *** Wernher: So what's the situation with those rovers we sent out across Kerbin? Linus: Well, Kerbin Rover 1 should have reached its destination by now and hopefully it'll find what we're looking for. Wernher: ...which is? Linus: That's odd, we haven't had that message saying that the launchsite is available yet, maybe it needs to drive away a bit then come back because spawning inside the radius doesn't trigger the dialog? Wernher: Dialog box? Spawning? What are you talking about, Linus!? Linus: *grabs Wernher by his lapels* You ask too many questions, von Kerman. *dead-eyed stare* Werhner: meep Linus: *acts like nothing happened* See, just needed to drive away for a bit then come back, sometimes these geolocation things don't work first time. Bob: Uh, Jeb? Sanlan? Your course keeps changing and the tracking systems are struggling to plot your trajectory properly. Bob: Guys? Hello? Radio: *heavy breathing* Bob: ... Jeb: Sorry about that, Sanlan just found a tiny little spider in one of the storage bins and had a little freak out. Sanlan: It was a HUGE spider! Absolutely massive! Jeb: So obviously she tried to get away from it, but it's a small capsule and she kept crashing into stuff like the controls (good job I switched those off, eh?) and she must have scared it into hiding because now we can't find it again. Sanlan: I'm sleeping in the lander from now on. Jeb: How do you know the spider isn't in the lander already? Sanlan: ...I hate you.
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I'm a bit of a sucker for tiny probes too, there's just so much you can do with a lightweight little probe with that much delta-V, plus they're really cheap and can be launched in clusters very easily. And they're really early in the tech tree too so I can actually use them without the really expensive R&D upgrades that most probe cores need.
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Visited a famous KSP landmark for the first time. It’s… bigger than I expected.
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Jeb: Hi Gene, you wanted to see me? And was that Walt with a tranquiliser gun? Gene: What? No, of course not. Anyway, I just wanted to let you know before we announce it to anyone else... Jeb: *hopeful* Go on. Gene: A very lucrative contract has just come in, one which will require a trip over to the Mun. Jeb: *barely contained excited squeals* Gene: It's a satellite repair contract, so we're sending Bill. Jeb: *eyelid twitching* Gene: We're getting a lot of funds out of this and by the looks of the small print access to the satellite too, and quite frankly we need that money. Now. Walt: *shoots tranquiliser dart* Jeb: *dodges* HA! Val: *shoots tranquiliser dart from behind Walt* Jeb: Val... whyyyyy? *thud* Gene: Alright team, we are go for launch. Bill: Uh, guys? Someone forgot the forwards/backwards RCS thrusters on this thing. How am I supposed to park beside this thing? Val: Like this. Bill: Aaagh! No barrel rolls! Hey, is that a gravity sensor on that satellite? Wernher, Bob, Linus: Gravity sensor? Bill: Oh. That's not good- for some reason the nosecone won't come off the top of my capsule so I can't take the reaction wheel underneath it off and stick it to that satellite. Linus: Just a second- saving edits to persistent.exe... Bill: ...huh, that's weird, it just popped off fine. Must've been stuck or something. Linus: Must've been... Morty: Contract complete, look at all those sweet, sweet- Bill: YOINK! All your satellites are belong to me! Gene: Bill, what are you doing? That's not our satellite! Bobak: According to my display, it is now. Morty: So they paid us to fix their satellite then gave it to us? That makes no sense at all. Bill: Behold, Bill-Sat One! Gene: ... Bob: ...it's literally exactly the same as it was, but with the OKTO probe core from the top of your capsule instead of the objectively better HECS core that it had originally. And some RCS bits you ripped off your own craft. And you've stolen some parts off of it too. Bill: Shut up and take your gravity readings. Bob: Ooh, gravity readings! Bill: I'm coming back now, alert the recovery teams. Bill: ...hello? Where is everybody? Gene: Bad news Bill, you landed in the middle of the Badlands. Bill: So? Badlands aren't "bad lands", that's just a misunderstanding of the geological term. Gene: Yeah, but the recovery teams are a superstitious bunch. They'll be there as soon as they find three spoons and a shrubbery. Bob: And grab us some science data while you're there- reports, surface sample, that sort of thing. Bill: What's the shrubbery for? Gene: Who knows... *several days later* It's Dres Quartet time! The intrepid foursome of dinky little probes are about to science the, er, science(?), out of nobody's favourite celestial body. And also Minmus. Communications hampered by low signal strength resulting in really low data rates (single digit bytes per second) even with the Dres Relay providing some relaying capabilities; that relay is too high and is already being moved to a lower orbit. Probe 1: 5/10, landed in the lowlands like the Sunshot 2 probe did, but did a hop to the nearby midlands and got some science from it. Took a long time to transmit its science due to LOS and generally weak signal when it had one. Probe 2: 6/10, expensive plane change burn brought it down almost on top of the south pole. Found a strange crater nearby but couldn't do anything about it. Maintained a signal, but low data rates still meant it took a long time to get and transmit all the science due to limited hard drive space. Probe 3: 8/10, initial landing accuracy wasn't great but it was landing on the edge of that gopping great gouge in Dres' surface so that's forgivable. Did a hop down into the canyon for some science, signal and sunlight are hard to come by down there so took a while to get the data out. Bobak: I never realised it was that big. Morty: That's going to sell a lot of fridge magnets at the gift shop. Probe 4: 17/10. Blatant cheating going on as it rode the transfer stage out to Minmus then landed repeatedly using the remaining fuel, burn time and ignitions on that stage before flying under its own power. Visited four biomes in total with fuel to spare for more hops in the future. Also fell over and had to scrape itself across the ground to try and point the right way up again. Exhausted engine burn time and ignitions so failure was inevitable, occurred at low altitude and speed so no explosions. *smash cut back to the KSC* Gene: They want us to SCAN the Mun now? Is that feasible? Bill: Actually yes- a few minor tweaks to the probe that did the scans around Kerbin and we can use it for the Mun, no trouble at all. Bob: Slightly bigger upper stage, rearrange the solar panels a bit... Yup, entirely workable. A rare launch from the Dessert Launchsite to take advantage of its position relative to the Mun's orbit (i.e. directly below it so the rocket could launch directly into its orbital plane), not a single solid booster in sight. Pathetic . *impromptu team meeting* Val: We need to give Jeb his Mun landing. It's just not fair how we've been treating him lately and it would mean a lot to him- Bob: What if we sent him to Dres instead? Val: -what? Bill: Yeah, going to the Mun is boring and we've already done that, but nobody's been to Dres yet. Val: But- Wernher: That's not a bad idea, actually- it's an interplanetary mission, but one where he's still close enough to come back pretty quickly and without worrying about transfer windows or anything like that. Val: Wait- Gus: What about all those other Kerbonauts we've rescued? Don't they deserve a chance too? Val: Do you want Jeb to try and fly a plane through the VAB? Because that's how you get Jeb trying to fly a plane through the VAB. Gene: OK, that settles it. Prepare a mission to Dres and make sure Jeb's flying it. I want him planting that flag on Dres and if possible Minmus too. Val: Hmm, first Kerbal to land somewhere outside Kerbin's gravity well and a double landing too? That might just do it. Jeb: Do what? Why is everyone staring at me? And why does Gene have "SEND JEB TO DRES" written on his notepad?
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A Very Basic Space Program | RSS/RO/RP-1
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Thanks for that little “right click and drag moves the MechJeb menu” tip, I needed that! Wondered how the menu had mysteriously moved half way across the screen in my current game and kept getting in the way of Kerbalism’s window in my RP1 game. -
Sounds like a corrupted Steam install. Try verifying the game files (right click KSP in your Steam library > Properties > Local files > Verify integrity of local files) and if that doesn't fix it, uninstall and reinstall KSP- remember to copy your saves from KSP/saves/your_save_name(s) to somewhere else e.g. desktop so they don't also get deleted.
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Lots of crafts in orbit
jimmymcgoochie replied to capybara's topic in KSP1 Technical Support (PC, modded installs)
Take a look at those 337 craft and think- what do you absolutely definitely need? Then delete everything else. Spent boosters? Delete them. Old probes and relays that have been replaced by newer models with better tech? Delete them. Junky space stations that were launched for contracts? You could delete those, or you could try bringing them back down to the surface and recovering them for a refund, stations tend to be more valuable than other crafts. Got old landers or rovers elsewhere that have served their purpose? Yup, delete those too. Keeping more than 50 craft on the go at once is likely to start creating performance problems even on a good PC, so try to design your launch rockets so they either run out of fuel while suborbital (periapsis <20km so they get auto-deleted) or with enough fuel and a control point (probe core) that they can deorbit themselves once they put the payload into orbit. -
I’m not about to start arguing nuclear physics with a PhD-level nuclear physicist, but while your analysis makes a lot of sense for KSP I’m not too sure how well it’ll hold up against KSP2 for a few reasons: We still don’t know what KSP2’s resource/currency system will be. This sounds like an interplanetary-scale engine to haul base/colony stuff around with, at which point money doesn’t really come into play any more as ISRU and on-site manufacturing take over from shipping stuff out from Kerbin; assuming there’s a currency at all, making it really expensive would just slow down the initial deployment until you could build them in colonies without worrying about costs. Producing the fuel for it is already going to be a key part of KSP2’s colonies and logistics systems and will lead up to interstellar travel. (Uninformed guess- using regular hydrogen rather than deuterium as the propellant would give the same performance but with a much more readily available propellant?) There are (almost certainly) several fusion-powered engines already planned for KSP2, given the emphasis on colonies and interstellar travel. I wouldn’t be at all surprised if the developers already have an engine similar to this on the cards or even being created right now.
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@Frameshift That design isn’t a particularly good idea for an early RP-1 career- you don’t need RCS on it but you do need fins on the bottom to stabilise it, preferably rotated a couple of degrees to generate spin stabilisation and keep the correct end pointing to space, and making the nose pointy at the end is also a good idea. Clustering small engines like the Aerobees isn’t advisable, you’re much more likely to have an engine failure with many small engines than one big one and a single failure is likely to be terminal in either case. What exactly is the purpose of this rocket? If you’re trying to do that film camera experiment flying low, stick it on a small plane instead and you’ll get much more range; for flying high or space low you should look at making something more like the V-2 with one of the V-2-derived engines (American A-4/A-9 or Soviet RD-100) which will give you a lot more performance than a cluster of Aerobees and which will make a good first stage to take you all the way through to orbit.
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There was a bug that made all SAS-equipped probe cores and pilots have full SAS control (pro/retrograde, radial, normal and node/target) when they shouldn’t have; I believe this has been fixed so you’re probably seeing what the SAS modes should have been the whole time. The only way to get full SAS is with the HECS2, an RGU or a level 5 pilot. Worth double checking if you have ‘all SAS modes on all probes’ enabled in the difficulty settings.
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The little widget in the bottom left of the screen has many functions- besides showing your pitch/yaw/roll inputs, click the pink-ish button (the bottom one of the four) beside it and you’ll get orbital information- apo/periapsis, plus inclination and more in the second tab with a level 2+ tracking station, as well as intercept distances and times in the third tab. You can also select maneuvers in map view by clicking the little arrow beside the word “orbit” and then use the precision tool to either click the buttons in fixed increments from mm/s to km/s and from ms to, er, kiloseconds(?) and shift the node forwards and back orbits with the +/- buttons, or manually type in the pro/retrograde, radial and anti/normal components if you got those from a tool like transfer window planner. Make a list of all the critical components of a craft and then go through it with each new design to make sure you’ve included them all: parachutes (if it’s going to land in an atmosphere), antenna, power storage (batteries) and generation (solar panels, fuel cells or RTGs), orientation control (reaction wheels mostly) and translation control (RCS, usually for rendezvous/docking rather than rotating the craft which reaction wheels can do without using propellant), science experiments (if applicable) and a control part (probe core or crew pod)- make sure your crew is correct and they have the right inventory, you don’t really need parachutes on Minmus or jetpacks on Eve, for example. When doing a career game I find the Stage Recovery mod to be incredibly useful- stick some parachutes on your stages and they’ll get recovered for a significant proportion of their total cost, saving a lot of money when it’s hardest to get hold of. If that seems too easy, just reduce the recovery values or make the conditions more stringent. Under normal circumstances most science experiments are worth more if you return them to Kerbin than transmitting them, but transmitting them is often the only option. Don’t try to send everything at once unless your power production can keep up, by default an antenna will cancel the transmission and have to start again from scratch if you run out of power; you can change this so it sends data packets as soon as it has enough power, but this leads to reduced science transmission overall and you’ll probably have to repeat the experiment. It’s always worth checking if your power storage and generation can handle the drain of transmitting the experiment that has the biggest data size- something like an atmosphere analysis has a huge amount of data to send and all antennae use power per unit of data they send so you can calculate the total power needed. Bringing batteries for the whole thing isn’t advisable as they’re rather heavy, instead you can try to ensure that you recharge the batteries enough during the transmission that they don’t run out- you can use the transmission speed of the antenna combined with its power consumption and the data size to work this out. For example, an experiment that has 16 units (Mits?) of data, transmitted by an antenna at 2units/s and 5EC/unit will cost you 80EC to send and take 8 seconds to do so. If you have 50EC of batteries, you’ll need to charge up 30 units in 8 seconds, so 3.75/s to be able to transmit that data; in reality you’ll need a bit more as the probe core and other parts might be using some power too. If you have a much bigger experiment that’s, say, 256 units in size, and use an antenna that transmits at 10units/s and 10EC/unit, that’s 2560EC over 26 seconds and will drain 100EC/s, which will need a lot of batteries and as much power generation as you can get to try and keep up with. One antenna can send one experiment at a time and each experiment can only be sent by one antenna; try to send the biggest data sets on the most energy-efficient antennae and don’t just transmit everything at once or you’ll end up using much more power per second and waste power by using a less efficient antenna if you brought a spare, low power antenna along (which you should in case your main antenna gets broken).