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KSP2 Release Notes
Everything posted by jimmymcgoochie
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Can't recover vessel
jimmymcgoochie replied to spithotlead's topic in KSP1 Technical Support (PC, modded installs)
We’re going to need some more information- version of KSP, mods installed and the full log files. Read this guide to find out how to get that information: Try verifying the game files in Steam if that’s where you got KSP from, Steam has a habit of breaking mods when it updates the game but verifying the files should fix it. If that doesn’t work: Back up your saves (copy KSP/saves/your-save-name-here and paste it somewhere else e.g. desktop); Uninstall KSP completely; Reinstall KSP and then verify the game files; Check KSP works without mods; If it does, add your mods and your save game back in and check if the problem is resolved. -
problem with the external fuel pumps
jimmymcgoochie replied to xRaffle's topic in KSP1 Gameplay Questions and Tutorials
It’s impossible to tell with the graphics settings you’re using, the arrows are too blurred to make out which direction they’re pointing. The best way to fix this is to open up the resource panel (the fuel icon in the top right), then select liquid fuel and oxidiser on the list to show all parts containing those resources, then click the In/Out buttons to pump the fuel into the core tank. Then dump the boosters- barring a really bad design, a Terrier with a FL-T800 is more than enough to return from the Mun’s surface to Kerbin for re-entry and there’s no point dragging those boosters along when they’re stealing fuel from the core. I’d send a Kerbal out on EVA to take the data out of that science jr and store it in the command pod though, because that’s going to explode on re-entry even with the heat shield on the bottom. Materials bays have low heat tolerance and are much lighter than command pods, so trying to re-enter with one attached to your pod is a bad idea- not only is it very difficult to get a materials bay to survive the heat of re-entry, it also destabilises the craft which will want to go heavy (pod) end first, potentially cooking your parachutes. They’re expensive (in career mode anyway), but you’re better off using an EVA Kerbal or an experiment storage unit to remove their science samples before discarding them. -
That build segment was a bit too long for a pretty straight forward rocket. You could have flown closer to the Mun with a free return trajectory if you went a little bit faster (20m/s or so on the transfer burn) to get space low and space high science from it.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
jimmymcgoochie replied to Galileo's topic in KSP1 Mod Releases
What's the orbital period of Nara? KER gives a slightly nonsensical value of 308 years 99475 days. -
Landing on Eve and Returning Back to Kerbin
jimmymcgoochie replied to ecyenskeyn's topic in KSP1 Discussion
Have it for free -
Terran(ism) Space Program (finished!)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
The first of the new Blue Backgammon imaging satellites was plagued with issues, requiring at least two rollbacks to fix critical issues discovered on the launchpad, and a third rollback for the second identical craft when I got this one into its final orbit only to discover that the solar panels weren't set to track the Sun: It can operate with just one panel, but that's a blunder I could have done without. Subsequent models have been fixed and should be able to launch without any further fixes. Now for some prototyping- at some point I put in an alarm for a fast transfer to Pluto, taking under a decade but requiring a lot of delta-V just to get a flyby of that no-longer-a-real-planet. Initially I tried to get away with using a 700 ton Blue Chess-class rocket, but the delta-V was inadequate and I realised that the probe could probably be made substantially lighter by using older, lower value science experiments that complete their experiments faster and are also lighter. There were also some control issues with the 700 ton rocket... Putting the probe on top of a White Nimbus rocket with the tanks stretched as far as tooling (and having a reasonable TWR at launch) would allow, then using the most efficient chemical rocket available (the Advanced OTV engine from CH4 with a whopping 492s ISP) and cramming a faintly ridiculous amount of fuel onto it boosted the range to over 30km/s vacuum delta-V on the pad. 3 kilotons of rocket, just 713kg of probe. The new probe, named White Tombaugh after the discoverer of Pluto, has been added to the build queue, with a launch window in about 4 months' time. The second launch of the Orange Arrow "sounding rocket" to rake in data units for the NK-15-VM engine went awry- first it flipped out while still fairly low over Cape Canaveral, then one engine failed to light twice, but I eventually recovered control and sent it straight up to an altitude of over 1000km; that was probably too high as the engines burnt off during re-entry and then the fins angled the wrong way so instead of cancelling the roll they made it worse and worse until the whole rocket broke apart. Bad for throwing debris across the middle of Florida, and for reusing that rocket again and again to really boost the engines' reliability, but two successful flights got a good chunk of data units and it was pretty cheap anyway. Final scores: Full album: https://imgur.com/a/q4xcApE Coming up next time: Launching that second reusable Moon lander, and I should probably build a resupply mission to take food etc. to the Moon base and station- the station should be fine for a while, but the base will only last a couple of months with four crew aboard. -
1.12 Wheel Devblog, and Special Note
jimmymcgoochie commented on Maxsimal's article in Developer Articles
@Ben J. Kerman You are aware of the “invert steering” option? Toggle that on the wheels that turn the “wrong” way and you’ll get crab steering without any need for mods; maybe even bind it to an action group? -
I meant running Task Manager before starting up KSP, so it's running and can log the performance as KSP loads. I don't expect you'll use up 32GB with stock KSP, however I've seen 32GB of RAM being completely used up during the loading process and sometimes that caused my PC to crash, requiring a hard reboot; it's not impossible, but requires some serious modding.
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They’re probably using slightly different algorithms to calculate their “ideal” transfer window.
- 321 replies
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- grand discussion thread
- on final approach
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Mod problem
jimmymcgoochie replied to GER FelixN's topic in KSP1 Technical Support (PC, modded installs)
Ways to make the game load faster: Use fewer mods, these directly increase loading times especially mods with a lot of parts or complex models/interiors, or mods that patch a lot of other mods/parts; Turn off frame rate caps and V-syncing, this makes the game load faster for some reason; Install the Hyperspace mod which might help your load times (https://forum.kerbalspaceprogram.com/index.php?/topic/172841-14-18-hyperspace-load-ksp-faster-on-hdd-or-not/&tab=comments#comment-3331451); Move your KSP to a faster storage device- an SSD is much faster than an HDD so if you have one, use it. -
It sometimes takes a while for the game to load a save, especially if there are a lot of active crafts in it. The game might seem to freeze and stop responding, but it will probably recover if you leave it alone; being impatient and poking at it makes it more likely to crash. It regularly takes 15+ minutes for my very heavily modded RP-1 game to load and several minutes to load a save, enter or leave the editors or launch a craft, because the save files are large and there’s a lot for the game to load. It’s possible that your PC is running out of RAM, in which case there will probably be an error in the logs; try running Task Manager (or activity monitor on Mac) and then load the save again while watching your RAM use- if it goes up to 100% then that’s your issue and you’ll need to drop some mods (if you have any) or cut down on RAM use by other programs (Chrome uses a lot of RAM, for example) to save more for KSP.
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1.12 Bug
jimmymcgoochie replied to Terminal Velocity's topic in KSP1 Technical Support (PC, modded installs)
Put them back a few at a time and see if it breaks, then narrow it down that way. -
Unlockable launchsites already unlocked
jimmymcgoochie replied to fishmaster's topic in KSP1 Gameplay Questions and Tutorials
I would be much more concerned if they didn’t unlock when you actually found them. Try disabling the launch sites labels in map view and then looking for them, if you really want to do it “properly”; or save yourself some effort and enjoy the freebies -
1.12 Bug
jimmymcgoochie replied to Terminal Velocity's topic in KSP1 Technical Support (PC, modded installs)
Which mod and how did you fix it? Share the solution if you have one so that others who have commented, or who might have the same problem in future, can fix it too. -
Is there a way to increase a Kerbals rank?
jimmymcgoochie replied to Crazy Kerbal 's topic in KSP1 Discussion
There are some mods that allow you to level up crews using the lab module, either by paying with science or just leaving them there for a while, but the best way to do it is to have them plant a flag on the Mun and Minmus then send them just outside Kerbin’s SOI, which will level them up to level 3 even if they’re brand new with no experience beforehand. Or you could stop killing all your Kerbals -
Probe designs, first updating an existing design with new science experiments to send to Venus, Mars, Vesta and Ceres (with different solar panels on each) and then creating something completely new for an ambitious sub-decade trip to Pluto, Then I noticed some rocket engines had no sound, then I discovered that I hadn’t updated a mod that needed updating and then I discovered CKAN hadn’t refreshed itself and there were two dozen updates waiting… So then I had to go through all my modded KSP copies and update them all; fortunately the same mods needed updating in a lot of places which made it go a lot quicker.
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Every time I look at the Tech Support (modded) section there’s someone else with a crashing KSP because they put mods into the Steam copy of KSP and then Steam broke stuff. Steam cloud saving seems to be the main cause and it affects mods with .dlls most of all, but I prefer to be safe than sorry and if one less person shows up on that modded support forum with a Steam-corrupted game then that’s a success for me. Keeping the Steam copy mod-free also means you have a blank slate to make another copy of the game to put different mods in, get game updates (less relevant now but there’s still 1.12.1 to come at least) and you can change the installed version freely without having to worry about breaking mods every time.
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Oh. Oh dear. You’ve put mods into the Steam copy of KSP, haven’t you? That’s A Bad Idea- Steam has a habit of corrupting mods and causing the game to crash. Instead, keep the Steam copy of KSP completely mod-free to be your “clean” copy, then if you want to do some modding copy the entirety of KSP out of Steam/steamapps/common and paste it somewhere else, where you can mod away without game updates causing mod issues or Steam sticking its oar in and breaking stuff. This also means you can easily copy the Squad and SquadExpansion folders to your modded saves if you accidentally delete them. Have you considered using CKAN to manage your mods? It’ll make life a lot easier than manually downloading every mod/update and managing everything by hand.
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WASD(QE) are the rotation controls, they work for RCS and reaction wheels; HNIKJL are the translation controls and only work for RCS. You can control your attitude- rotate in the pitch, yaw and roll axes- without RCS, but you need RCS to translate- move forward/back, left/right and up/down laterally- as reaction wheels are only for rotating. You can change the settings on your RCS thrusters so they only fire for specific control inputs, so if you wanted them to only work for translating and not for rotating just disable the pitch, yaw and roll toggles. You'll find that option if you right click the RCS thruster(s) and then "show actuation toggles". Maybe I'm going into too much detail- just stick with reaction wheels unless you absolutely need to dock with something.
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Attitude control is done two ways- using thrusters as part of an RCS system, which uses a finite store of propellant, or using torque generated by spinning gyroscopes, which use electricity and which in KSP are referred to as reaction wheels. The reaction wheels in KSP are monstrously powerful compared to their real-world equivalents, allowing probes, rovers, landers and even space stations to rotate on all three axes without any propellant being used. Most probe cores (except the Stayputnik, OKTO2 and RoveMate) and command pods (except the Making History KV pods and the MEM) have built-in reaction wheels for attitude control; for small probes and crewed vessels these can be enough, but you'll probably need to add some dedicated reaction wheels for your launch rockets and for larger craft unless you want to take several minutes to turn around. Reaction wheels use electricity- quite a lot of electricity- so keep an eye on your power gauge especially if you don't have a source of power generation or you could drain your batteries and end up stuck. In KSP, use reaction wheels to control your attitude (rotation in the xyz axes) and use RCS only for translation (movement in the xyz axes) when you want to make precise changes to your trajectory, such as when docking. In real life reaction wheels are much less powerful, and are typically only used where very small/precise adjustments are needed (like for space telescopes) and/or to save propellant (e.g. long-distance interplanetary probes); there's also the International Space Station, which uses four large gyroscopic wheels to maintain its attitude or to rotate in order for a visiting spacecraft to dock. If you want to get into more detail, try these videos by Scott Manley: https://www.youtube.com/watch?v=7Js5x4NhUxU https://www.youtube.com/watch?v=fDp8jbP_22c