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jimmymcgoochie's post in game won't load on launch past a file on loading was marked as the answer
Post the full logs and a mod list, without those it’ll be almost impossible to help you.
If you got KSP through Steam, try verifying the game files (I think it’s right click KSP in Steam library > Properties > local files > verify local files).
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jimmymcgoochie's post in game won't load on launch past a file on loading was marked as the answer
Post the full logs and a mod list, without those it’ll be almost impossible to help you.
If you got KSP through Steam, try verifying the game files (I think it’s right click KSP in Steam library > Properties > local files > verify local files).
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jimmymcgoochie's post in game won't load on launch past a file on loading was marked as the answer
Post the full logs and a mod list, without those it’ll be almost impossible to help you.
If you got KSP through Steam, try verifying the game files (I think it’s right click KSP in Steam library > Properties > local files > verify local files).
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jimmymcgoochie's post in Kopernicus unable to load planets was marked as the answer
You have two ModuleManagers, which is a big no-no. Delete 4.1.4 and try again.
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jimmymcgoochie's post in Purple/Green/grey square gone was marked as the answer
Press F4, that toggles the navigation markers around other crafts.
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jimmymcgoochie's post in [ksp 1.12.2]unable to revert flights was marked as the answer
I see this in the logs:
Exception handling event onGameStateSave in class KOSToolbarWindow:System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
To me that suggests that KOS is either causing the issue or is failing as a result of it; either way, worth testing without it installed to see if that fixes the issue.
There are also a lot of exceptions being thrown by Janitor's Closet, again try uninstalling that and see if the problem persists.
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jimmymcgoochie's post in [ksp 1.12.2]unable to revert flights was marked as the answer
I see this in the logs:
Exception handling event onGameStateSave in class KOSToolbarWindow:System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
To me that suggests that KOS is either causing the issue or is failing as a result of it; either way, worth testing without it installed to see if that fixes the issue.
There are also a lot of exceptions being thrown by Janitor's Closet, again try uninstalling that and see if the problem persists.
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jimmymcgoochie's post in [ksp 1.12.2]unable to revert flights was marked as the answer
I see this in the logs:
Exception handling event onGameStateSave in class KOSToolbarWindow:System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
To me that suggests that KOS is either causing the issue or is failing as a result of it; either way, worth testing without it installed to see if that fixes the issue.
There are also a lot of exceptions being thrown by Janitor's Closet, again try uninstalling that and see if the problem persists.
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jimmymcgoochie's post in any tool for to check which mods are you using on a vessel ? was marked as the answer
Try the Janitor's Closet mod, I believe that tells you what mod each part came from in the editors. Not hugely helpful if you've already deleted the craft files for active vessels but could do what you need it to do.
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jimmymcgoochie's post in KSP Black Screen on Launch. was marked as the answer
Try uninstalling and reinstalling KSP, remember to back your saves up first (copy from KSP/saves and paste on desktop, then do the reverse once reinstalled).
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jimmymcgoochie's post in How to make a new install of KSP was marked as the answer
It really is as simple as copy and pasting the whole KSP directory to make a second copy. But before starting anything, a few things to consider:
Where did you get KSP from? It’s really easy to get different versions of KSP via Steam, but doing so via other platforms e.g. the KSP store might be a bit more difficult. For RO/RP-1 you want to use KSP 1.10.2, don’t use anything newer as they’re not yet compatible and you’ll have a lot of headaches with it (I know, I run my RP-1 game in 1.11…) Did you put mods into your only copy of KSP? If yes, copy the whole KSP folder and paste it somewhere else (desktop would do for now) to keep your existing modded game and saves safe. With that done, delete the original copy and reinstall a fresh copy of KSP 1.10.2, then make a copy of that right away and save that on your desktop too. Add all your RSS/RO/RP-1 mods to this new copy of 1.10.2, best done via CKAN. You should end up with two copies of KSP on your desktop- the original one with your current mods and saves in it and a new one with RSS/RO/RP-1 in it- and a plain stock copy which you can then use to create more copies of KSP in the future.
It’s always a good idea to backup your saves separately before doing any mod installation or game copying, do that first and avoid the horror of losing your saves to corruption or just deleting something you shouldn’t have.
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jimmymcgoochie's post in How to make a new install of KSP was marked as the answer
It really is as simple as copy and pasting the whole KSP directory to make a second copy. But before starting anything, a few things to consider:
Where did you get KSP from? It’s really easy to get different versions of KSP via Steam, but doing so via other platforms e.g. the KSP store might be a bit more difficult. For RO/RP-1 you want to use KSP 1.10.2, don’t use anything newer as they’re not yet compatible and you’ll have a lot of headaches with it (I know, I run my RP-1 game in 1.11…) Did you put mods into your only copy of KSP? If yes, copy the whole KSP folder and paste it somewhere else (desktop would do for now) to keep your existing modded game and saves safe. With that done, delete the original copy and reinstall a fresh copy of KSP 1.10.2, then make a copy of that right away and save that on your desktop too. Add all your RSS/RO/RP-1 mods to this new copy of 1.10.2, best done via CKAN. You should end up with two copies of KSP on your desktop- the original one with your current mods and saves in it and a new one with RSS/RO/RP-1 in it- and a plain stock copy which you can then use to create more copies of KSP in the future.
It’s always a good idea to backup your saves separately before doing any mod installation or game copying, do that first and avoid the horror of losing your saves to corruption or just deleting something you shouldn’t have.
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jimmymcgoochie's post in How to make a new install of KSP was marked as the answer
It really is as simple as copy and pasting the whole KSP directory to make a second copy. But before starting anything, a few things to consider:
Where did you get KSP from? It’s really easy to get different versions of KSP via Steam, but doing so via other platforms e.g. the KSP store might be a bit more difficult. For RO/RP-1 you want to use KSP 1.10.2, don’t use anything newer as they’re not yet compatible and you’ll have a lot of headaches with it (I know, I run my RP-1 game in 1.11…) Did you put mods into your only copy of KSP? If yes, copy the whole KSP folder and paste it somewhere else (desktop would do for now) to keep your existing modded game and saves safe. With that done, delete the original copy and reinstall a fresh copy of KSP 1.10.2, then make a copy of that right away and save that on your desktop too. Add all your RSS/RO/RP-1 mods to this new copy of 1.10.2, best done via CKAN. You should end up with two copies of KSP on your desktop- the original one with your current mods and saves in it and a new one with RSS/RO/RP-1 in it- and a plain stock copy which you can then use to create more copies of KSP in the future.
It’s always a good idea to backup your saves separately before doing any mod installation or game copying, do that first and avoid the horror of losing your saves to corruption or just deleting something you shouldn’t have.
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jimmymcgoochie's post in landing gear INCREDIBLY bouncy was marked as the answer
Might be an issue with your landing gear suspension. Enable advanced tweakables, override the spring/damper settings and turn spring strength down on the wheels that are jumping.
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jimmymcgoochie's post in Really pinpoint landings was marked as the answer
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?
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jimmymcgoochie's post in Really pinpoint landings was marked as the answer
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?
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jimmymcgoochie's post in Really pinpoint landings was marked as the answer
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?
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jimmymcgoochie's post in How do I get RSS and RO on KSP - 1.12.2 ? was marked as the answer
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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jimmymcgoochie's post in Lots of crafts in orbit was marked as the answer
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.
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jimmymcgoochie's post in Hello, I'm having trouble getting to a low Kerbol orbit, can anybody help? was marked as the answer
Make your probe as small and more importantly as light as possible. It might seem like you should cram as much fuel as possible on there, but the delta-V gains on that stage are often marginal and the extra weight will reduce the delta-V of your other stages and could end up reducing your total delta-V. You should also keep an eye on your TWR as a low TWR increases burn duration which can lead to cosine losses (due to burning in a direction that isn’t directly prograde/retrograde) that waste delta-V. After a lot of experimenting, I’ve found that if you want a payload mass below 7 tons (probe plus propulsion) or the cheapest mission possible, it’s better to use the Terrier than the NERV as you get more delta-V that way; however above 7 tons the NERV’s vastly higher ISP finally outweighs its much higher mass and you’ll get more delta-V from it than the Terrier. Both have the same thrust, the Terrier has a gimbal (so you need less powerful reaction wheels to keep it pointing the right way) but the NERV has an alternator (can generate power when burning) but the NERV is much more expensive (10k funds versus under 400 for the Terrier) and is much further along the tech tree. Work smart, not hard- burning retrograde at a very high apoapsis (somewhere beyond Jool’s orbit at least) is a lot more effective at reducing your periapsis because the orbital velocity out there is a lot less- removing 100m/s when you’re going at 1000m/s makes a lot more difference than when you’re going 10,000m/s. You could also try using a Jool gravity assist to lower your periapsis, getting some ‘free’ trajectory adjustment at the cost of requiring a pretty precise flyby to eject you solar retrograde from Jool’s SOI. edit: it turns out you can crash into the sun very easily with about 4km/s of delta-V in LKO- burn prograde until your apoapsis is at Jool's orbit, then when you reach apoapsis point retrograde and burn until your periapsis hits the sun- you can easily reverse your orbit and go solar retrograde this way.
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jimmymcgoochie's post in Kerbal can't climb back into Kerbal X capsule was marked as the answer
That's just because KSP 1.11 added a feature to stop Kerbals climbing off the end of a ladder; I don't understand why this was added as it seems to be more of a hindrance than a help. You can disable that in the game settings, or just jetpack up to the hatch instead.
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jimmymcgoochie's post in Kerbal can't climb back into Kerbal X capsule was marked as the answer
That's just because KSP 1.11 added a feature to stop Kerbals climbing off the end of a ladder; I don't understand why this was added as it seems to be more of a hindrance than a help. You can disable that in the game settings, or just jetpack up to the hatch instead.
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jimmymcgoochie's post in KSP keeps crashing every time I try to launch the game was marked as the answer
Verify the files through Steam- right click KSP > Properties > local files > verify integrity of game files. The logs look OK to me, no exceptions thrown, but a few errors for custom flags early in the loading process so I'd take a look at those and consider removing them to see if that fixes things.
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jimmymcgoochie's post in In the Kerbalisim mod what does turning on lifetime radiation do? was marked as the answer
With lifetime radiation turned on, if Jeb goes up and gets 50% radiation exposure on a mission before landing on Kerbin and recovering him, he'll start the next mission at 50% radiation; with lifetime radiation turned off, he'll start at 0%. I assume that the lifetime radiation on setting is for more "realistic" gameplay, and would probably suit those who don't want to use the "magic" active shield and the radiation detox unit in the Hitchhiker, both of which substantially reduce radiation exposure on long voyages.
Either way, radiation is the single biggest threat to any crew with Kerbalism installed, but a few little tricks can make a really big difference:
Make the propulsion section of your interplanetary ship (the engines and fuel tanks) at least one size bigger than the crew section- so if you're using Hitchhikers and MPLs for your crew, make the fuel tanks at least 3.75m wide- and point the engines straight at the sun; the fuel tanks will act as very effective radiation shielding, completely blocking solar radiation as long as the crew modules are completely concealed by it. This is the only way to survive frequent solar storms. Shielding is averaged across the entire ship so having one module heavily shielded as a radiation shelter doesn't actually work; divide it up evenly or according to weight distribution or ease of launch/construction if you like. Passive shielding is heavy but effective against high radiation levels, active shields work better against background radiation and require power to operate but are a bit lighter. For going to Duna, a couple of active shields and pointing away from the sun will be enough to prevent any radiation exposure at all, but it's always a good idea to have some passive shielding in case your active shields fail or you blunder into a planetary radiation belt. The radiation detox unit (RDU) is an upgrade for the Hitchhiker that can actively heal your crew's radiation exposure, using oxygen and power to do so. It's unlocked late in the tech tree and is very slow, so don't rely on it as your only means of defence against radiation exposure; it can only work for one crew member at a time per Hitchhiker too and uses quite a lot of power, but it can make the difference between life and death. Do not- repeat DO NOT- try and gravity assist your way into Jool orbit. Just don't. Jool's radiation belts are insanely powerful and the outer belt will kill you in mere days even with maximum radiation shielding on every module; the inner belt will fry you in mere minutes.