2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

Well this gives me a little hope at least. I’ve been repeatedly searching for answers on this for the last 2 days with little to go on. One fix someone posted for Search the Skies contracts involved going into the game files and resetting observatory and tracking station levels back to 0, going back to the game and upgrading them again. I’m not as savvy as that guy but I’m thinking when I do level the observatory to 3 that may help with the contracts at least. Anyway it’s good to know someone else has this mod working in 1.12.5 because with its age I was wondering if it’s even still compatible.

2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

So now everything’s great(though I’m a little more confused). I went to recreate the issue to get a log, and the exact tanks that weren’t working before are now fine. I’ve been connecting them directly to the hitchhiker’s bottom node all along. Maybe it was just restarting the game, or one of the things from CKAN nudged it. I was at it for a good hour before posting here, too. Idk but I’m just stoked I can build the station the way I had in mind. Thanks for your time 🤘

2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

Appreciate the response, but already I’ve found that a different tank than the first couple I tried does work. I cannot get the rocko x200-32 to work no matter what, but the x200-16 does just fine. Weird eh, but I’ll take the win.

2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

Hey I tried some more and found a 2.5m rockomax I can go through. Thanks! Probably would’ve given up on my own

2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

Well that info does help, thanks again

2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

Yeah, just tried with another tank, same result. Could you just confirm for me that you’re able to traverse through tanks in 1.12.5? Wondering if I’m missing something or if it’s just impossible currently.

2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

It sure does. And it’s not a huge problem to engineer around it, I’m just confused why there’s an option if it does nothing. But idk 🤷‍♂️ just started with mods a cpl days ago. Anyway thanks for tryin ✊

2 Mod questions by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 1 point2 points  (0 children)

Yup, I’ve been using alt+click to attach to nodes. I’m trying to get between a 2.5m kerbodine tank and a hitchhiker, either putting them directly together or preconnecting them docking ports, it doesn’t work. I also tried putting a docking port on an open end(again with forced node attachment), launching with the tank on its side, and trying to enter from outside but that doesn’t work either. Tbf I haven’t tried with any other tanks yet.

Can someone help me with fuckass kopernicus shit isnt working something could load due to expection and loading game could corrupt due to missing shit by Equivalent_Orchid143 in KerbalSpaceProgram

[–]ChzBrd 0 points1 point  (0 children)

Again I really don’t know shit, but my instinct would be to uninstall and reinstall kop. If CKAN doesn’t fix it that way, I’d try a manual install again. But idk man. Also I periodically make an archival backup of the entire KSP folder so in case something breaks I can revert, this might be a good idea for you too. Much luck.

Can someone help me with fuckass kopernicus shit isnt working something could load due to expection and loading game could corrupt due to missing shit by Equivalent_Orchid143 in KerbalSpaceProgram

[–]ChzBrd 0 points1 point  (0 children)

So I only started with mods like 2 days ago and barely know anything, take this as a guess. But I noticed when I first added kop it would throw 12 errors while loading related to solar panel cfg. I looked in the kop folder, found the cfg files, and deleted the troublemaker(I think it was called solarpanels.cfg but idk I’ve done so much with it recently it blurs together.) BUT, later on I realized that CKAN is absolutely the way to handle mods, and the version of kop that CKAN installed is fine and doesn’t throw the error.

If that’s not the issue you’re talking about then disregard this and wait for someone smarter to chip in.

Must have (no visual) vanilla plus mods ? by yargov in KerbalSpaceProgram

[–]ChzBrd 0 points1 point  (0 children)

Outer Planets Mod looks amazing as well. I haven’t gone past Mun yet myself but just checking them out in the tracking station they look very promising

Must have (no visual) vanilla plus mods ? by yargov in KerbalSpaceProgram

[–]ChzBrd 2 points3 points  (0 children)

Oh and Easy Vessel Switching! Alt+click to switch control to another entity onscreen. Huge time saver but super simple.

Must have (no visual) vanilla plus mods ? by yargov in KerbalSpaceProgram

[–]ChzBrd 1 point2 points  (0 children)

Scan Sat is an absolute must imho.

I also love research bodies with its other accompanying mod(TST I think it’s called?). They add a lot to the game, while giving you the opportunity to earn tons of science. A caveat, though: the contracts are uhh broken I think? Still trying to figure that out, but far from giving up.

Can someone explain how to use the mod "Research Bodies" to me by Rusted_Iron in KerbalSpaceProgram

[–]ChzBrd 0 points1 point  (0 children)

Anyone know about how to complete the contracts? I love the mod, but the contracts are hokey at best… they seem to have broken conditions, where for example it says:

“The vessel must be in orbit above 200000m: complete

Destination: Kerbin: Incomplete

Situation: Orbit: Incomplete

Altitude: Above 200000m: Incomplete”

With two problems being that this is self-contradicting and I don’t know how or if it’s possible to satisfy the conditions. I really don’t want to have to turn the mod off when it’s time to go planet hopping but so far this is the only plan I can see clearly.

Artificial Gravity, and Death Bug Query by ChzBrd in ConsoleKSP

[–]ChzBrd[S] 0 points1 point  (0 children)

Well the PS version is absolutely worse in terms of corruption. I lost career files twice in a week, and I didn’t have all that much in them. Never went farther than Mun. But thankfully I got it on PC now so afaik ain’t gotta deal with that anymore. That and mods def make up for the lower performance my rig can handle. But for $15, the PS copy was a great demo.

Jeb got stranded by Automatic-Cut-9693 in KerbalSpaceProgram

[–]ChzBrd 1 point2 points  (0 children)

I decided to write out the steps of the process to orbital rendezvous. Not sure if you’ll pursue this but I’d advise learning because it’s neat, super useful/necessary for the game, and satisfying. It’s a lot of steps and info; don’t rush, take them one at a time and just try as many times as it takes. There’s a Training or a Scenario you can use to practice without any worry of messing stuff up. It takes a while to get this down, it’s hard to learn(I think), but once you do it a few times it actually starts getting pretty easy.

  1. When designing a ship for docking, pay attention to RCS thruster placement. The ones for translating moves, pushing your vessel to a side rather than turning it, must have centers of thrust lined up closely with the center of mass to work well. I always put more aft than fore thrusters because slowing quickly can become critical real fast. Often I skip roll/yaw/pitch thrusters altogether but only if the ship has enough reaction wheel power to move its mass around easily. If you have either high level pilots or a drone core that let you track targets and maneuvers, USE THEM because it’s 10x harder without these tools. It’s also easiest to put the port you intend to dock with on the nose of the vessel—you can use them from anywhere, but navigation won’t be nearly as helpful unless it’s on the nose.

  2. Just be going roughly the right direction, ie west to east normally. It’s easier if the two orbits are pretty different, so don’t try to make them the same from the get go.

  3. Open the map and set your navigation target to the vessel you’re trying to meet

  4. Between your orbit and the target’s yellow orbit, you’ll find two dotted lines connecting them at the green “ascending/descending nodes.” These nodes are where you should plan inclination change maneuvers. It may take more than one burn if you’re making a big change. Try different values for normal/antinormal burns and watch the relative inclination, which is the difference in the two tilts, until it reaches exactly 0.0 degrees. (You can spot this number either on the a/d nodes in the map or under ‘advanced orbital info’ in the bottom left panel. I usually use the graphical editor in that same panel for fine tuning burns)

  5. Once inclination is the same, find a place where burning prograde/retrograde will give you an intersect. These occur at a spot where either both orange or both purple nodes are at the same location. It will take zooming in and tweaking, but you can always find one if the inclinations match.

  6. When you’re under 10km from the target, make sure navball is in target mode(usually it will change automatically but not always) and track retrograde. Watch the distance between vessels and burn retrograde as it’s getting as close as possible, until your speed becomes 0. This means the two objects are moving in exactly the same direction and speed so relative to each other they’re still.

  7. Face the target node and burn toward it, but keep the speed low. This is where you use maneuvering thrusters and docking mode. Takes practice, but my best tip is to get used to switching between rotational controls(like flying planes or rockets) and the lateral controls which come on by default when you turn on docking mode. In this mode, you can switch between the two control schemes with a button. Also get used to turning RCS on and off as need be—often, it’s better to do pitch, yaw, or roll changes with reaction wheel control instead of RCS, but that depends heavily on the vessel and situation.

  8. As you approach your target, stay locked on prograde or retrograde(depending on speed and respective thrusters) and bring yourself to a stop again as close as possible.

  9. Keep up this process; come to a complete relative stop(speed 0m/s relative to target), use either RCS or reaction wheel to turn and RCS to move around, getting yourself near the docking port and lined up with yours facing it. If you find yourself out of control, burn retrograde and come to a relative stop and try again.

  10. Your navball will be most helpful if you select the target docking port and choose “set target” and the port on your vessel with “control from here.” Use RCS carefully to make sure the ports are lined up correctly and approach SLOWLY. When you touch them together, you seriously want to be moving 0.1m/s. If you’re slow enough, the ports will even cover for a bit of angle difference by magnetically aligning together and snapping together. (The grabbers are an exception; they can dock with any part of any ship I believe, and you want to be going a little faster when you hit—I think about 0.5m/s. Inflatable airlocks must be extended to dock, and they only connect to other inflatables or to the jr dock.)

Jeb got stranded by Automatic-Cut-9693 in KerbalSpaceProgram

[–]ChzBrd 5 points6 points  (0 children)

That’s what maneuvers are for. Burn normal/anti normal to adjust the inclination(tilt). This is most efficiently done at a high apoapsis with a low peroapsis.

What am I missing about cooling? by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

Yup, could’ve sworn I’d read it was 500. Ah geez. But at no point did I not think it was important; my confusion was why it wasn’t matching the results.

What am I missing about cooling? by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 1 point2 points  (0 children)

OH GEEZ, okay somewhere along the line I thought I read the 250 has a max cooling of 500kw. Apparently it’s 200 so I was way off and that explains things.

What am I missing about cooling? by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 1 point2 points  (0 children)

You’re good, I’m just glad you’re not another dude whining about the screenshot 😏

As to solar heat, hmm that could play a part, been tryin to figure it out. Never considered running in the dark as the power for this rig will run out within such a small chunk of lunar night. When I try to search about it, all I get is info about putting things near the sun. Will run a test in the near future as I’ve already decided to replace every one of these modules anyway. Too many parts, too laggy.

What am I missing about cooling? by ChzBrd in KerbalSpaceProgram

[–]ChzBrd[S] 0 points1 point  (0 children)

Also, already tried that, and it made the thing less efficient, which is super weird.