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jimmymcgoochie

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  1. jimmymcgoochie's post in Excessive planet glow ? (RSS/StockVisualEnhancements) was marked as the answer   
    There’s your answer. Try using RSSVE, or EVO if your PC is up to the task:
    https://github.com/KSP-RO/RSSVE
    or
     
  2. jimmymcgoochie's post in Excessive planet glow ? (RSS/StockVisualEnhancements) was marked as the answer   
    There’s your answer. Try using RSSVE, or EVO if your PC is up to the task:
    https://github.com/KSP-RO/RSSVE
    or
     
  3. jimmymcgoochie's post in Excessive planet glow ? (RSS/StockVisualEnhancements) was marked as the answer   
    There’s your answer. Try using RSSVE, or EVO if your PC is up to the task:
    https://github.com/KSP-RO/RSSVE
    or
     
  4. jimmymcgoochie's post in Help! A weird overlay is on my screen! was marked as the answer   
    I’ve had the same thing happen to me, it made landing on Laythe rather tricky when I could barely tell which was the real plane and which was the glitch.
    Try rolling back to the second newest version of scatterer, the latest version seems a bit buggy and downgrading might solve the problem.
  5. jimmymcgoochie's post in Can deployed science experiments be picked up again after deployment? was marked as the answer   
    Yes, you can pick them up- just right click them then click "pick up". You can only do this if the Kerbal you are controlling has the room in their inventory- they need a space for it to go and the volume/mass for it to fit. If you pick it up when it's half way through an experiment, for example because you've levelled up a scientist and can get a faster data collection rate, it doesn't mean you'll get more than the maximum science cap- if the experiment produces 100 science in total and you've transmitted 40%, picking up and re-deploying will probably generate another 100% data but you'll only get another 60 science points for it.
    The data needs to be transmitted back to be received, so packing a deployed dish can be useful for more distant targets; it's fairly powerful, but if you're going further than Duna you'll probably need relays to boost the signal back to Kerbin. There's nothing to stop you from landing a probe beside the deployed science setup with a big relay dish though, just bear in mind that you still need an unblocked line of sight to Kerbin so there'll be times when you can't send data back- relays will fix that as they do for any other mission.
  6. jimmymcgoochie's post in all parts missing (solved) was marked as the answer   
    Here's one possible cause: you're putting mods in the KSP controlled by Steam. This is A BAD IDEA. Steam interferes a lot, deleting stuff that it thinks shouldn't be there- including when you add mods. The great thing about KSP is that you can copy it as many times as you like, have multiple copies on different versions of the game with different mods in each, so you can easily avoid this problem.
    Try the following:
    Copy your save game (KSP/saves/your save name) and keep that somewhere else- desktop would do; Completely uninstall KSP through Steam, delete everything; Reinstall KSP through Steam, then verify the game files (right-click KSP > Properties > Local Files > verify files); Run KSP to make sure everything shows up as expected; Assuming it works properly, copy the entire KSP folder out of steamapps/common and paste it somewhere else outside of Steam's control- again desktop would do; Install the mods into that new copy, where Steam can't mess them up, and copy your save game into it too. Keep the Steam version of KSP completely stock, no mods whatsoever, so it can collect game version updates when they are released, while your copies with mods don't get updates that could break mod compatibility.
  7. jimmymcgoochie's post in Astronomers Visual Pack not working. was marked as the answer   
    That folder structure is wrong.
    First of all, you have a GameData inside your GameData which is wrong- if a mod provides a GameData folder, you need to put the contents of that into your KSP GameData folder (or merge the two GameData folders when looking at the root KSP directory).
    Secondly, AvP.v4.1 isn't right either, that looks like you've downloaded AVP v4.1 from e.g. curseforge and then dumped the download straight into GameData. You should always check the contents of your downloads and put the right folders into KSP/GameData or it won't work. I suspect if you open that folder up you'll find either a GameData folder, or one called AVP and possibly ModuleManager too; put those into KSP/GameData and delete the unnecessary folders. Likewise for Parallax.1.2.3 and scatterer.0.0.0723
    Third, you don't need BoulderCo- that's the default EVE config and will conflict with AVP's configs once you have them installed correctly.
    To install AVP in KSP 1.11.2 through CKAN, click Settings > Compatible KSP Versions and then select everything from 1.8 to 1.11, you should then be able to install AVP using CKAN- but first you'll need to delete the EVE, AVP, scatterer and module manager you have in there already. You can also install Parallax, DOE, waterfall and more this way.
  8. jimmymcgoochie's post in Do Relay Satellites Need Power to Relay Science ? was marked as the answer   
    No, you don’t need to worry about powering the relays and the transmission speed of their relay dishes isn’t a factor either (some mods change this, but stock KSP doesn’t care). I think the only thing that matters is signal strength as reduced signal means less science from your transmissions, but I don’t know if that’s actually true or not.
  9. jimmymcgoochie's post in Do Relay Satellites Need Power to Relay Science ? was marked as the answer   
    No, you don’t need to worry about powering the relays and the transmission speed of their relay dishes isn’t a factor either (some mods change this, but stock KSP doesn’t care). I think the only thing that matters is signal strength as reduced signal means less science from your transmissions, but I don’t know if that’s actually true or not.
  10. jimmymcgoochie's post in Rover blocked on Mun was marked as the answer   
    Does that satellite have a relay dish on it, or just a normal antenna? As the names suggest, direct type antennae can only transmit a signal to something else- Kerbin or another craft- but relay dishes can also receive a signal from another craft and then forward it on. Orbiting the Mun, a relay with a few HG-5 deployable dishes would be sufficient, but further out you’ll need the RA-class fixed dishes.
    A good relay network will not only prevent loss of signal and loss of control but also means your individual rovers, landers etc. only need small direct antennae to reach the relays above, rather than carrying a big, heavy one to communicate all the way back to Kerbin. I suggest you build a simple relay with either a few HG-5s or a single RA-2 and put several of those in orbit around the Mun (and Minmus too) to ensure that you get complete coverage of the surface: put them in sets of 3 in a high polar orbit, regularly spaced, so they can communicate with each other and will cover almost every part of the Mun/Minmus’ surface.
  11. jimmymcgoochie's post in How do the arms work? was marked as the answer   
    Breaking Ground scanning arms need three things- something to scan, some power to scan it and to stay completely still while scanning. Each planet and moon has its own scannable objects- on Kerbin you’ll find baobab trees in many low-lying biomes and giant pink quartz crystals in the mountains, both of which you’ll find just by heading west from KSC, the Mun has two types of impact crater and some rocks, Minmus has various rock types, Duna has ‘blueberries’ and sand dunes, etc. Some of the smaller ones can be sampled by a Kerbal, but the larger objects must be scanned by the rover arm, so here’s how you do it:
    Find something to scan. They’re much easier to find with terrain scatters off as those will add more surface clutter and hide the interesting stuff, and there are some options in the cheats menu to show where they are. Drive up to it and park beside it. Those rover arms have a limited reach of just a few metres and will stop scanning if you move even slightly, so park close enough to reach it, but not so close that the arm will hit the object (that will also cause it to stop scanning), and put the brakes on. Make sure you have enough battery capacity to do the scan. I think the biggest arm needs around 600 electric charge to run and the smaller versions will be less than that; you’ll probably have that much power anyway but make sure your solar panels are facing the sun as much as possible before starting. Right click the scanning arm and click ‘scan’, it will tell you what you’ve found e.g. Mun crater or Baobab tree so the button would say ‘scan Mun crater’ or ‘scan Baobab tree’. The arm will extend, do its scans and then give you the science report like any other experiment does so you can keep it or transmit it. The small arm only gets you about 1/3 of the total science, the medium arm 2/3 and the large arm all of it; you can come back with a better scanning arm to something you’ve scanned before and get the extra science out of it, e.g. if you’ve scanned a Baobab tree with a small arm then unlock the large arm, you can scan another Baobab tree and get the remaining science out of it.
    Some of the smaller surface features like Mun rocks or Duna blueberries can also be picked up by a Kerbal on EVA which will give you the maximum amount of science, but they can’t handle the bigger objects unfortunately- only a scanning arm can do that.
  12. jimmymcgoochie's post in Bad lag when looking down at Kerbin was marked as the answer   
    Could be the ultra terrain shaders, or reflection quality bring too high, or some form of bug in an aesthetics mod (scatterer, EVE or a config pack for them), or terrain scatters, or having the KSC or other physics-enabled objects nearby... Logs would help to diagnose if it’s a mod issue or not, or try turning some graphics settings down a bit and see if it improves.
  13. jimmymcgoochie's post in What is this "autostrut" of which you speak? was marked as the answer   
    Have you ever built a long, tall rocket, launched it and then turned up the time warp only to see the whole thing collapse on itself like an accordion, bend in half and/or tie itself in knots mid flight? Autostruts can fix that.
    Autostruts are like regular struts- they add rigid reinforcements between parts to hold everything steady- but unlike normal struts an autostrut is free, weighs nothing and can be connected to three parts- the heaviest part on the vessel (which can change in flight especially docking, so use with care); the root part (tends not to change unless you’re docking so pretty safe for general use) and the part’s grandparent (e.g. an SRB attached to a radial decoupler attached to a fuel tank, the booster’s grandparent part is the fuel tank) which doesn’t tend to change at all and can be used just about everywhere.
    When building a launch rocket, I tend to set all the engines to autostrut to the root part to stop the rocket compressing under thrust, radial boosters to grandparent part, most fuel tanks to grandparent part and nose cones on boosters to root part, with the root part itself (usually a probe core or command pod) autostrutted to the heaviest part unless it’s going to dock to something. It’s not a good idea to use autostruts on your payloads if you intend to dock them to something else, unless they’re really floppy; in which case remember to turn them off again before docking. Docking changes the root part and recalculates all part relationships so autostruts can get confused, causing weird vessel warping, parts stuck at odd angles and possibly even a total collapse in the physics system leading to massive disassembly- a.k.a. Kraken attack.
    Note that rigid attachment is not the same thing and generally not advised for anything in an atmosphere or expected to accelerate rapidly- attaching parts in a rigid way makes them more prone to snapping under stress than if they’re able to move a bit. There’s a reason trees sway in the wind, and planes with rigid wings often end up losing them when you pull some G-forces, which is usually a bad thing...
  14. jimmymcgoochie's post in Command pod blows up before heat shield uses all ablator was marked as the answer   
    Lander can? As in the grey octagonal Mk1 lander can, or the white circular/cuboidal Mk2 lander can?
    No wonder it exploded- those things are not meant for re-entry and have really poor heat tolerance; the thermal conduction from the heat shield (attached directly to the underside of the lander can perhaps?) would be enough to overheat the lander can, assuming the heat shield was large enough to completely shield the can from airflow.
    You’d be surprised how much of a difference even a relatively small increase in speed makes to re-entry heating, so slowing down as much as possible is recommended. A steeper descent will mean you reach the thick part of the atmosphere sooner and slow down more rapidly, meaning a sharper thermal peak but less overall heating because you slow down quickly, whereas skimming through the upper atmosphere means you get most of the heating but over a much longer time period as you don’t slow down as quickly, which is where parts with low core heat tolerances (like lander cans) tend to go boom.
  15. jimmymcgoochie's post in save incompatible was marked as the answer   
    Sounds like a corrupted save to me. Inside saves/(your save name)/backups there should be some backup copies of the persistent.sfs file which you can copy out of that folder, paste in the one above and rename to persistent.sfs to load your save that way; you might lose a little bit of progress, but that’s better than starting completely from scratch,
    Did you do a game update recently? Save incompatible is usually due to opening a save file that was made in a newer version of KSP than what you’re using so e.g. if you updated to 1.11.2 you can open a save file made in 1.11.1, but if you go back to 1.11.1 you can’t then open that same save file as it’s been updated to 1.11.2 as well; you can just edit the version inside the save file but this is risky, especially going back to a previous major version (e.g. 1.10) as parts/systems will be different or missing and the save can easily get broken that way.
  16. jimmymcgoochie's post in Tiny unKerballed probe into LKO? Stability trouble over 25km. was marked as the answer   
    Sounds like a weight balance issue to me, you should try setting the fuel tanks to drain from bottom to top which will keep the CoM as far forward as possible. If you have the stack-mounted Ant or Spark engines unlocked, they would be a better option than using multiple radially mounted engines to reduce drag and mass.
    Have you tried using a 1.25m lower stage then a 0.625m second stage? It was a pretty common thing to do for real sounding and early orbital rockets and if you can squeeze inside the mass limits (and have some form of tapering part to bridge the size difference e.g. FL-A10 adapter or a fairing) that might make it easier to reach space than relying on the relatively inefficient smaller parts. You could also try using a small SRB as your first stage as they pack a lot of punch for their size.
  17. jimmymcgoochie's post in What version is best for MODS was marked as the answer   
    It’s usually best to run the newest minor version of the second-newest major release- currently that means KSP 1.10.1 since the newest release is 1.11.1, 1.10.1 has a lot more compatible mods and should be stable enough to use without any major issues. Given time, mods will be updated to work in 1.11.x and they’ll probably be done by the time 1.12 gets released in a few months’ time.
  18. jimmymcgoochie's post in Transfer Weirdness was marked as the answer   
    It might be your settings- check what patched conics setting you’re using (I prefer dynamic mode) and if you have “always show closest approach” turned on.
  19. jimmymcgoochie's post in What are these Axis Actions settings doing? was marked as the answer   
    They can be assigned in action groups I think, for things like throttle limiters or Breaking Ground robotic parts if you have that DLC.
  20. jimmymcgoochie's post in Game crashes after startup screen was marked as the answer   
    The logs say you’re running out of memory so the game crashes. How much RAM do you have and what mods are you using? Mods tend to increase your RAM use, add too many and your PC might not be able to cope. Try closing down everything but KSP when you run it, maybe that will help?
  21. jimmymcgoochie's post in Game crashes after startup screen was marked as the answer   
    The logs say you’re running out of memory so the game crashes. How much RAM do you have and what mods are you using? Mods tend to increase your RAM use, add too many and your PC might not be able to cope. Try closing down everything but KSP when you run it, maybe that will help?
  22. jimmymcgoochie's post in Presumably unfullfillable satellite upgrade contract in 1.11 was marked as the answer   
    I believe this has been encountered by others and there is a bug on the KSP bug tracker (though I can’t find it right now). That particular tank can’t be added to inventories, but the thread below contains a simple module manager patch to make it work:
     
     
  23. jimmymcgoochie's post in DirectX issue with Kerbal Space Program 1.11 was marked as the answer   
    That looks like an error related to your graphics driver, try updating that and see if that works. If not, back up your saves (drag the folders out of KSP/saves to your desktop) then disable cloud saves in Steam, completely uninstall KSP and then reinstall it, then verify the local files to make sure you’ve got everything as it should be. Add saves back in, run KSP.
  24. jimmymcgoochie's post in Satellite refurbishment contract: Where is the satellite? was marked as the answer   
    Do you have all the map displays on (different types of object)? It might show up as an unowned object (question mark) until you get close to it. Alternatively use the ‘set orbit’ cheat to see if it exists and if so to get close to it.
  25. jimmymcgoochie's post in lights and service bay was marked as the answer   
    Check the setting for ‘pixel light count’, if that’s too low then the game won’t calculate the light sources properly and you’ll get weird lighting effects.
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