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jimmymcgoochie

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  1. jimmymcgoochie's post in High-jumping Kerbals was marked as the answer   
    This is intended- a Kerbal without the heavy RCS pack and parachute is now a lot lighter than before so can jump significantly higher and faster- I saw over 4m/s from a standing jump, pretty impressive considering they’re still wearing spacesuits! It does make things a little bit problematic though as they can jump so high that their legs crumple on landing...
  2. jimmymcgoochie's post in Give my RCS backpaks back! was marked as the answer   
    Here’s a novel idea:
    Put some jet packs in a cargo container Teleport said container to Gilly, then put it next to the ship(s) with the missing jetpacks and get a Kerbal to grab them Profit
  3. jimmymcgoochie's post in Inadvertent Key Strike? (Can't see AN / DN - only get 'Warp To' Options) was marked as the answer   
    KAC adds warp to AN/DN in map view. The reason you don’t see the target AN/DN for Duna while in Kerbin orbit is because the game can only show you AN/DN for an object in the same SOI- once in a solar orbit it will show you the AN/DN for Duna relative to your ship.
    @18WattRe. AN/DN not showing with a node- it’s entirely possible that the next AN/DN is after entering the target’s SOI, and you either don’t have enough patches on the conics or the craft will be on a solar escape trajectory when it leaves the target’s SOI. If you’re targeting Jool and put a node after the last AN/DN before entering Jool’s SOI, then you probably won’t see another if you’re trying to get a prograde orbit as the gravity assist will hurl you right out of the solar system.
  4. jimmymcgoochie's post in Efficient ways to get into orbit (Stock KSP) was marked as the answer   
    As a general rule of thumb- accelerate vertically to between 50 and 100m/s*, turn to between 5 and 15 degrees*, hold surface prograde until the navball automatically switches to orbital then hold orbital prograde until your apoapsis is the same as your desired periapsis, coast to apoapsis, burn prograde until you get the desired orbit.
    * pitch speed and angle are very dependent on the individual rocket- TWR and drag (especially fairing drag)  are your main factors, so higher TWR and less drag will allow you to turn earlier and steeper. Turn too much and you level off in the atmosphere and can easily burn up, turn too little and you waste fuel fighting gravity.
  5. jimmymcgoochie's post in tweak multiple parachutes inflight was marked as the answer   
    Nope, one at a time is all you can do in flight. You can, however, left click on the parachutes in the staging menu to open the collapsed stack of chutes and then right click them one by one from the stage list to adjust them, which is easier and quicker than trying to find the parts on the craft (especially if it’s moving).
  6. jimmymcgoochie's post in Astronomer's Visual Pack & CKAN - 1.10 - AVP doesn't show up? was marked as the answer   
    You're probably not seeing AVP because it isn't marked as 1.10 compatible- you can either switch the filter to 'all' or go to Settings > compatible KSP versions and add 1.9 (and 1.8) so CKAN will accept all mods compatible with those versions as well as 1.10.
    As a general rule, most mods that work in 1.8 and later will be OK in 1.10, though some changes to fairings and drag calculations in 1.10 can break parts that are made for older versions; for planet packs like OPM you'll need the bleeding edge Kopernicus- go to Settings > CKAN settings, click 'new' for metadata repositories and add the Kopernicus BE repo to get access to it via CKAN.
  7. jimmymcgoochie's post in What is this and what does it do? was marked as the answer   
    That appears to be a burn time indicator adjuster, which at a guess will change what proportion of the burn you do before the node time itself- in your case it changes the ‘start burn in’ time so that you start the 30 second burn with 30 seconds until the node and finish the burn at 0, but the most optimal way of doing it tends to be making the burn evenly on both sides of the node, hence the default 50%. I think it’s a stock feature called ‘advanced burn information’ or something similar, buried in the main menu settings.
  8. jimmymcgoochie's post in uninstall mods was marked as the answer   
    Delete the mod folders from KSP/GameData- keep Squad (and SquadExpansion if you have the DLCs) but delete all the folders for the mods you don't want and leave those that you do.
  9. jimmymcgoochie's post in CKAN- installing RSS/RO/RP1 was marked as the answer   
    Is Eddington a version of CKAN?
    You probably don’t see them because you’re using a version of KSP (e.g. 1.10.1) that RSS etc. aren’t compatible with. If you change the filter to ‘any’ then you should be able to find them, but you’ll have to force CKAN to install them as they aren’t marked as compatible. You will also need to manually download Kopernicus Bleeding Edge for KSP 1.10(.1) as the Kopernicus on CKAN is only compatible with up to 1.9.1.
    You could download and install those mods manually via SpaceDock etc.
  10. jimmymcgoochie's post in CKAN missing checkbox under install? was marked as the answer   
    The reason RealPlume doesn’t have a check box is because one of its dependencies is incompatible with your version; you might find that the “incompatible” dependency itself isn’t the issue, but that it has a dependency of its own that isn’t compatible. Dependencies can be several layers deep and if anything in any of those layers isn’t explicitly flagged as compatible then CKAN hides the check boxes.
    If you click the ‘versions’ tab on the right of the scree, you can manually select a version of any mod to install- it will then tell you what isn’t compatible so you can track the problem down to its source and tell CKAN to install it anyway.
     
    And no matter what you do, CKAN will always install all the listed dependencies for every mod you add; you might have to pick some versions if something isn’t compatible but it will still install them.
  11. jimmymcgoochie's post in Reusable Rocketry was marked as the answer   
    If you want an easy way of recovering dropped rocket stages, there are a few mods that can do that. My personal favourite of those is Stage Recovery as it's simple (slap some parachutes on, or a control point and extra fuel for a powered landing when the rocket is too big for chutes) but also very configurable (you can change the min/max speed for recovery, % of the value returned depending on distance, speed, risk of stages 'burning up' before recovery and more) and requires no in-flight input- just drop the stages with enough parachutes or some reserve fuel and a probe core and the mod will detect when something drops below the 'death zone' of ~25km and recover it for you. It even works with crewed vessels and science experiments/data stored on board.
    It's feasible, but very difficult to do a 'proper' recovery with a rocket and requires either an inefficient launch profile, which wastes quite a bit of fuel, or a landing some distance away from the KSC, which gets less funds from recovery. There is another way, however- build a single stage to orbit (SSTO) rocket that can reach orbit on its own, deploy a payload and then re-enter to land at/near the KSC; the 'Twin Boar' engine is particularly good for this as it has an unusually high impact tolerance of 20m/s, meaning you can drop it pretty hard and it won't explode (which saves mass and drag from landing legs) plus it's a powerful engine with built-in fuel and a pretty reasonable cost making it an economical choice too.
    When you see SSTO, it's usually referring to a plane rather than a rocket and spaceplanes are definitely an option worth pursuing to carry payloads into orbit for minimum costs- unlike a rocket which has to fight directly against gravity with thrust, a plane can use aerodynamic lift during the ascent meaning it can carry more mass and needs less thrust; there's also the bonus of using a combination of air-breathing engines (which are much more efficient than any rocket) and the NERV nuclear rocket engine (most efficient stock rocket engine) which both run on liquid fuel without the need for oxidiser, saving mass which is always a good thing.
    If you're looking for a good SSTO for a career game, I recommend this one- requires only level 2 facilities, cheap to operate, can carry 20 tons or more into low Kerbin orbit (LKO) and flies well both with and without a payload attached making it a great workhorse.
    https://kerbalx.com/Kronus_Aerospace/Kronus-LowTech-20-Ton-SSTO
    There's also this pretty simple SSTO rocket which apparently has a similar payload capacity and can be easily recovered using the sturdiness of the Twin Boar to save on parachute mass, although I haven't been able to make it work myself (probably due to too many mods in all my games ):
     
  12. jimmymcgoochie's post in Loading .craft-File fails was marked as the answer   
    I suspect a corrupted file is to blame, it happens sometimes. 4293604860 is not a part name and most likely is a part ID instead; it might be possible to salvage the file if you share it and let someone take a look, although the easiest solution is to rebuild the craft.
  13. jimmymcgoochie's post in Which one is easier to land on? was marked as the answer   
    If you’re starting from Kerbin then Gilly is better- your solar panels are vastly more effective and the delta-V requirements are considerably lower to get there. Bop and Pol are both small and have inclined orbits around Jool so getting to either can be difficult and going from one to the other is even more difficult. They’re a bit bigger than Gilly, meaning their SOIs are a bit larger but their orbital velocities are also higher, there’s hardly any sunlight so solar panels work at a mere 4% of their nominal output (bring RTGs if you can) but Pol is a marginally easier target to get to.
    Oh, and beware the Bop anomaly...
  14. jimmymcgoochie's post in Savefile Incompatible? was marked as the answer   
    I suspect it’s because that save file was made in 1.10.1, and you’re running 1.10.0.
  15. jimmymcgoochie's post in Game Overheats My Graphics Card after 5 minutes of playing  was marked as the answer   
    What version of KSP is this and do you have any other mods installed besides Luciole and RPER?
    Check the following:
    Does the GPU overheat while running other games? If so then your GPU cooling isn’t working correctly/at all and you should check that first. If it’s only KSP causing the problem, try turning the graphics settings down- aero FX, detailed textures and (especially) reflections and terrain scatters can all put more load on your GPU, so turn them down/off and it might help (plus removing scatters can boost the game’s performance more generally as each one has its own collider etc. that have to be simulated, requiring more processing and potentially slowing the game down. Do you have the same issues when KSP is completely un-modded? If not you need to drop some graphics mods; if Luciole and RPER are all you have, drop the re-entry effects. Looks like you have a fairly old, or low spec, PC so you’ll probably need to turn some of the settings down anyway. One option is to buy a better PC- your CPU is a 12 year old model and your GPU is a 10 year old model, so I don’t see much scope to upgrade your existing machine and I suspect its other components like RAM are similarly dated. There are options out there for most budgets and you might be surprised just how much you can get for your money; I know I was.
  16. jimmymcgoochie's post in Throttles not behaving was marked as the answer   
    Does the keyboard work properly outside of KSP? Try changing the key binds to use different keys for throttle control e.g. home/end or +/- and see if they have the same problem.
    Also check if you have sticky keys enabled, that could cause this type of problem. To find out, press shift 5 times quickly and if there isn’t a prompt to turn it on, it’s probably already on (or you’ve disabled it entirely).
  17. jimmymcgoochie's post in Can I revive a kerbal? was marked as the answer   
    Inside the KSP directory there's a folder called saves. Inside that there are a number of folders and one of those will have the same name as your save game (you can check the name by pressing escape in flight, the name of the save is displayed on the pause menu; alternatively you can see it when you open the game up and select 'resume saved'). Open that folder, copy the file called persistent.sfs and rename it to something else (e.g. edited.sfs). Open up the new file (edited.sfs) in a text editor- notepad can work if the file is fairly small but something like notepad++ or VScode is better as they can deal with larger files and do more edit-y things- and press Ctrl+F to do a search. Search for either KERBAL (all caps) or 'name = Jebediah Kerman' (without the quote marks, I added those to make it clearer that you should search for the whole thing) and find the section that says this:  
    Scroll down a bit to find the parameter 'state', this will be something like state = Dead or state = KIA. (I'm not sure exactly what it will say as I don't have any dead Kerbals in my current save game)
    Change the state to Available (state = Available, capital A is important!) and save the changes to the file.
    In KSP, click 'Load save' and then pick the edited file (edited.sfs in this example) and load it up. Jeb should now appear in the Astronaut Complex as available to be assigned and you should be able to put him in a plane/rocket as normal.
     
     
     
  18. jimmymcgoochie's post in NullReferenceException was marked as the answer   
    NullReferenceException: Object reference not set to an instance of an object
    at SaveUpgradePipeline.v180_ModuleControlSurface.ConvertControlAuthority (ConfigNode mNode, ModuleControlSurface module) [0x00017] in <55ba45dc3a43403382024deac8dcd0be>:0
    This looks like the likely candidate. EDIT: turns out ModuleControlSurface is a stock module included in deploying aero parts. I don't see any mods in the list that would obviously mess with this except possibly AtmosphereAutopilot
    I suggest you verify your game files first of all and if that doesn't solve the issue:
    Clone your KSP instance with CKAN (I'm guessing you use CKAN otherwise that mod list would have taken a looooong time to collate!); Export your modpack to make it easy to reinstall all the mods later, you'll need it; Remove half of your mods in any order you like; Run the game and see if the problem persists- if yes then skip to 6;  If the problem is gone, reinstall all mods then uninstall the other half, run the game and see if the issue is still there- if not, there's some kind of interaction going on that will be really difficult to pin down, but if it still happens proceed to 6; You should now have a list of mods half the size of your previous total. Repeat steps 3-6 as many times as you can until you either find the culprit or until the problem stops happening, at which point there must be an interaction going on. Hopefully by that stage there will be something obvious that you can remove to stop the problem. If you find the responsible mod(s), add all mods back in then remove those that are causing the problem and it should now be gone.
  19. jimmymcgoochie's post in KSP 1.9.1 hangs a few minutes after launching was marked as the answer   
    Your links are broken, drop the /view?usp=sharing from the end and they should become hyperlinks. You've also shared the wrong player.log file as that one is full of stuff for RSS and a big pile of exceptions at the end.
    To me, your description sounds exactly like what I had where the game would freeze on screen but would continue to run and often resulted in explosions as whatever I was flying/driving at the time kept going and crashed. It only appeared in version 1.8.1 and beyond and 1.7.3 was unaffected by it. The cause was a DX11 graphics crash; the solution was to update my graphics driver software, and it hasn't reoccurred since then. Update your graphics drivers and see if that resolves the issue.
     
  20. jimmymcgoochie's post in KSP 2.5x Advise was marked as the answer   
    First of all- virtually all planet packs use Kopernicus, and Kopernicus is NOT 1.9.x (any version of 1.9) compatible yet. You can't use planet packs in 1.9.x and you'll have to roll back to 1.8.1 to use them.
    Secondly- rescaling the solar system will almost certainly break your save game. Anything orbiting the Sun will be in the completely wrong place, and anything orbiting planets also has a good chance of ending up inside them. You'll need to start a fresh save.
    Third- if you want a ~2.5x rescaled solar system, your options are either a) Sigma Dimensions and Rescale!, or b) JNSQ. Sigma/Rescale is the simpler option, it just makes the stock planets bigger and has configs from 2.5x to 10.625x (apparently that makes Kerbin the same size as Earth) and tweaks things like gravity and atmosphere heights to match; it's fairly memory light both in terms of mod size and RAM use while the game is running. It can also rescale planets from other mods, although I haven't ever done that myself so can't tell you which will work and which won't. If you just want the stock planets to be 2.5x bigger and that's it, this is the way to go.
    JNSQ is a rather different mod: it completely redoes the stock planets so they look considerably different to stock, adds a number of new planets and moons and is 2.7x larger than stock. It's a great mod, I'm currently using it for a career game, but it's a big beast of a mod: almost 2GB in size, the biggest mod on CKAN; it uses quite a bit of RAM while the game is running, so less powerful machines won't cope well/at all with it; and it doesn't work with Sigma/Rescale or most other normal planet packs, however there is a version of the Grannus planet pack specially made for JNSQ. If you want something a little different and have a powerful enough PC to cope, I highly recommend you try JNSQ as it's very well made and having a totally different Kerbin might make it a bit easier to adjust to the difference in scale.
  21. jimmymcgoochie's post in Engines was marked as the answer   
    That depends on where you're transferring from and to.
    For a short hop over to the Mun or Minmus, or back again, the Terrier is probably your best bet.
    For transferring to other planets you can still get away with a Terrier if your rocket is small, but you'll probably need a Poodle for larger rockets. If you have the Making History DLC then the Wolfhound is also a good choice as it has the highest ISP of any stock engine- but it's also pretty heavy and so has a low TWR, making it better suited for rockets that are already heavy as the additional mass won't make as much of a difference.
    The NERV engine has even higher ISP than any chemical rocket, but fairly low thrust and as it runs solely on liquid fuel you'll have to either use plane fuel tanks or (preferably) use a fuel switcher mod to make the regular tanks hold just liquid fuel- using the standard LF+Ox setup with no oxidiser is wasting over half the tank capacity.
    If you're going really far and don't mind waiting, ion engines are the way to go- they're vastly more efficient than chemical engines and have stupendous range, but also have tiny thrust and require electric charge to operate. Best used on light probes, and due to their low thrust doing transfer burns can be a little bit dodgy as your trajectory can end up being markedly different than intended. If you're going anywhere beyond Duna, use RTGs for power as solar panels are much less effective further out (Gigantor orbiting Jool got me 2 power instead of the 24 it gets around Kerbin).
     
  22. jimmymcgoochie's post in Air Intakes was marked as the answer   
    Shock cones. They can take a lot of heating, suck in huge quantities of air (one cone can supply 4 RAPIERs at full speed) and they also look good. What more could you ask for?
  23. jimmymcgoochie's post in [1.8.1][JNSQ]Modded game getting stuck was marked as the answer   
    I get 404s for your file links so can't look at the logs, but I've had this same problem in JNSQ and in stock KSP in 1.8.1, there are a few things you can try which might resolve it:
    1) Turn the terrain textures to their lowest settings and disable scatters. It worked in stock KSP, not so much for JNSQ.
    2) Update your graphics driver software. That did the trick for me, it hasn't crashed like that since I did.
    3) Go into your settings.cfg file and change UNSUPPORTED_LEGACY_SHADER_TERRAIN = False to True. It makes the game use the old, ugly terrain textures, but it doesn't crash.
  24. jimmymcgoochie's post in Antenna rating low with level 3 tracking station was marked as the answer   
    Here's a nice diagram for the antenna ranges:

    As you can see here, a level 3 tracking station and a single RA-2 antenna (2G) isn't enough to reach home from Duna for a significant part of its orbit, when the two planets are far apart. You'd need four RA-2s to have enough range when they're at their furthest from each other, and that's at maximum range which means low signal strength and I think that results in less science from transmitting experiment data home.
    A single 15G relay dish has nearly double the range required to contact a level 3 ground station at maximum distance, so I suggest you wait until you unlock the RA-15 before going to Duna and instead try to focus on Eve- Eve is almost always in range with a single RA-2 (so 2 will keep the signal strength high), you get more power from your solar panels that close to the Sun (whereas at Duna you get noticeably less) and you can aerobrake to a landing in one go, as long as you bring enough ablator on your heat shields! Alternatively you could focus on gathering all the science you can from Kerbin itself and/or the Mun and/or Minmus, which will complete the tech tree very rapidly even with the science gains turned down to 20% or even 10%.
    Diagram came from here:
     
  25. jimmymcgoochie's post in How mods work was marked as the answer   
    As others have said already, CKAN is probably the best place to start if you're going to dip your toe into mods. It's pretty straight forward to use (once you get the hang of it- I didn't the first time I tried, but have since come around to it) and will deal with all the versions/dependencies/conflicts and also suggest additional mods based on what you're installing (e.g. the Near Future mods all recommend each other, real solar system recommends a load of realism mods etc.)
    If you want to do mods manually, either because you don't like CKAN or because there are mods you can't get through CKAN- one example is Soundtrack Editor which requires files to be added outside of GameData so can't be done by CKAN- you can try either SpaceDock (https://spacedock.info/kerbal-space-program) or CurseForge (https://www.curseforge.com/kerbal/ksp-mods) which between them should contain pretty much every mod you could possibly want. It's a lot harder to do things completely manually as versions of different mods get released and you have to go and download/install them yourself plus different versions of mods work in different versions of KSP.
    Regardless of how you install the mod, once it's added you can easily remove parts you don't want, edit the ones you do, even delete entire features of the mod e.g. get rid of the antenna feeds system from Near Future Exploration- I did that because it clashes with other comms-related mods I have installed but like the other parts. Editing mods can help you understand how the game works and appreciate the time and effort that went into them, but if you install a different version of the mod your changes will very likely be lost so keep a copy of anything you change outside your game files.
    As you're playing on Steam (judging by the screenshots) it's always a good idea to copy the game files from Steam/steamapps/common to another location and then mod that copied version, leaving the Steam one clean and allowing it to update without causing any issues. You can also download other versions of the game by right-clicking KSP and clicking Properties, then the Betas tab and changing the drop-down menu from 'None' to the version you want. A good number of mods haven't been updated to support KSP 1.9 yet so rolling back to 1.8.1 will give you most of the features of 1.9 but with far greater mod support; going back further may cause some newer mods to not be supported at all but there are those on the forums who believe earlier versions were better (cue argument about which one was the best, fisticuffs, food being thrown etc.); try them for yourself and decide for yourself.
    Each time you change versions through Steam, make a copy of the game files and keep them somewhere else- you can not only keep different versions of the game on the same PC, you can keep multiple copies of each version with different mods in them, and CKAN can keep up with them all and install the mods you want for each different game instance independently.
     
    A few mod recommendations from me:
    - EVE and scatterer make planets look pretty with blue skies and clouds. It makes a big difference, and shouldn't impact performance too much; if they do, turn the settings down a bit or drop the game settings down a notch. For the stock system, look up Astronomer's Visual Pack to make the planets even prettier.
    - Strategia completely redesigns the strategy system and actually makes career mode better by adding a better sense of progression as you move from simple Mun probes to interplanetary expeditions. 
    - ReStock gives the stock parts a new coat of paint, with ReStock+ adding some additional parts that the stock game doesn't have as well as clones of some Making History engines. A lot of work on ReStock was done by the same person who made the Near Future mods so the solar panels in Near Future Solar and ReStock look very similar, as do the gold/silver variants of probe cores in NF exploration and ReStock.
    - Near Future mods, if you're done dabbling with pure stock and want more options. There are several different Near Future mods out there and each does one specific thing- Propulsion adds high-end engines which are very efficient but power-hungry, Solar adds lots of solar panel options with a huge range of sizes, Electrical adds nuclear reactors (you'll need those to use the engines in Propulsion), Launch Vehicles adds 5m and 7.5m fuel tanks for huge launch rockets plus some engines that can be switched to burn liquid methane instead of liquid fuel. Related but separate are Cryo Engines (run on liquid hydrogen), Kerbal Atomics (nuclear engines, also run on liquid hydrogen), Cryo Tanks to hold that liquid hydrogen (and liquid methane) and Station Parts Expansion (a whole lot of space station parts which includes inflatable and deployable rotating rings). You might not need them all, but they can all tie in with each other and offer a pretty comprehensive set of options for doing almost anything.
    - Planetary Base Systems for making surface bases. The best part about them is the detachable rover wheels that can be mounted on the sides of each module so you can land, drive to the rest of the base and dock it together with very few issues. It has deployable habitation parts, a greenhouse that can tie in with life support mods, research labs and even mining equipment and (with NF electrical also installed) a nuclear reactor to power it all.
    - Missing History- if you have the Making History DLC this mod adds some extra parts for it like reaction wheels and batteries, although ReStock+ adds similar parts as well in more recent versions. The one thing you should definitely get it for is the conversion of the FL-A10 adapter into a fuel tank, a must have for small rockets and probes; delete the rest if you don't need it but keep that.
    - OctoSat for modular probes, unlocks a bit later in the tech tree but is well worth getting for the sheer versatility it allows. It contains versions of almost every part in the game- solar panels, fuel tanks, engines, reaction wheels, probe cores, RCS, science parts, you name it- and yet is small enough to stick on a 1.25m stack, has some powerful communications parts and can even be used as a lander, although you might break the solar panels doing that.
    - Gravity Turn, because launching rockets into orbit can be tricky but this will make it as simple as pressing 'Launch' and it does the rest for you. It makes launches much more efficient and will improve with successive launches of the same rocket to use minimal delta-V getting to orbit and leave more fuel for going places afterwards, or a larger payload capacity if you want.
    - Stage Recovery recovers discarded stages, as long as you have enough parachutes on them. It can also recover entire vessels and land using thrust, and automatically refunds you based on adjustable parameters for speed, distance from KSC and likelihood of burning up on re-entry. Early in a career game, being able to get 90% or more of the dry mass from your lower stages makes a HUGE difference, and it helps later in the game too.
    - MechJeb can automate almost anything- planning and executing maneuvers, docking, landing, plane autopilot and much more besides. Some say it's cheating, but it takes a lot of the guesswork out of planning long distance missions and requires no extra parts as it adds directly to any and every command part* including from mods. (*that I've seen, at any rate)
    For planet packs, Kopernicus, the solar system modification mod, isn't 1.9 compatible and only recently became 1.8 compatible so for any planet pack you need to use KSP v1.8.1 or earlier.
     The Outer Planets mod adds additional outer system gas giant systems that resemble the real solar system but at Kerbal scale (which is about 1/10th the scale of the real solar system) and Dwarf Planets Plus adds some additional small planets at varying ranges. XPC revived builds on the stock system by adding some additional moons and does a small amount of shuffling, with compatibility provided for outer planets to put the additional moons for Eeloo around Plock instead because OPM moves the real Eeloo to be a moon of Saturn analog Sarnus. There is also the Grannus expansion pack which adds a second solar system around the star Grannus. A variant exists that makes that the primary star instead of Kerbol aka the Sun, but stick to the basic version and you should be able to use it with OPM/XPC/DPP without any problems.
    If you want something a bit more challenging, try JNSQ which redesigns the stock planets at 2.7x scale (around 1/4 real scale) and adds some extras. The rescale is significantly more difficult than stock, as orbital velocity on Kerbin increases from 2200m/s to 3800m/s and delta-V increases to get anywhere, so it's probably best to play through with the stock scale stuff first, but if you want a more difficult game then go for it; there is support for a rescaled GEP and an artistic upgrade called Ad Astra, however Ad Astra isn't 1.8 compatible yet so you'll have to use KSP 1.7.3 or earlier to use that. Kopernicus, the solar system modification mod, isn't 1.9 compatible and only recently became 1.8 compatible so for any planet pack you need to use KSP v1.8.1 or earlier.
    I don't recommend going for the real solar system or realism mods until you have a lot of experience at smaller scales, and if you're going to use a life support mod I'd suggest using Snacks to gain experience using a simple life support system before moving on to something more complex like TACLS or Kerbalism.
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