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danfarnsy

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Everything posted by danfarnsy

  1. These are the best kind of ramblings, though. It's refreshing to see people do their homework, put thought into it, share what they learned, and then ask questions. It may take longer to read, but you're certainly not disrespecting anybody else's time.
  2. Always thought that was creepy/terrifying, anyway, knowing how many hundreds upon hundreds of hours were lost to a computer game. It's even more bizarre to me to hear people brag about it. I mean, I'm as addicted to some games as the next guy, but keeping a tally just seems to rub it in.
  3. @Galileo, I just discovered that your Private Industry setup for Strategia is quickly exploitable: total launch costs are reduced by 75%, but recovery is not reduced at all. So if you have the 500 reputation to spend, all you need to make quick money is to roll out a massively expensive craft onto the launch pad, at only 25% cost, and then immediately recover it for 100% value. At first I noticed this using Stage Recovery, but it became even more apparent when I recovered the entire vessel when using it to adjust my launch timing and then reset (fuel boil-off). I'm not sure what an immediate solution is here. 75% reduction of recovery costs too is the immediate naive thought I had, and it mostly works, but if you're trying to exploit expensive resources and then bring them back to Gael, that crimps that strategy. I was going to simply turn it off, but 500 reputation was a huge cost. The strategy also seems to negate the comparative value of ISRU and off-world construction, but I'm not sure that's a problem. Anybody have any balance ideas here? Also, @JadeOfMaar, regarding the earlier DistantObjectEnhancement issue with Grannus I reported, I couldn't reproduce it later, so I had no additional logs to provide. Weirdness.
  4. I recommend only turning on the debug messages if you're trying to troubleshoot a particular issue and are looking for real-time reporting at the time of a reproducible event/bug. Otherwise, reading the log will show a lot of "errors," which are usually safe to ignore. It's just feedback in case of real bugs. Have fun with your 6.4x scale GPP!
  5. I conducted a small search and didn't find this addressed: Distant Object Enhancement is dimming the Skybox when pointing the camera in the direction of Grannus, but the skybox remains bright when the camera is pointed at Ciro. Since the DOE settings only specify body names and color, I can only guess why it thinks Grannus is the system primary.
  6. Mmmm... more breakage. @Sigma88, will there be any issues if I take my old skybox from texture replacer and rename it like GalaxyTexXN.png, GalaxyTexXP.png, etc.? I still prefer that brilliant Milky Way. Otherwise, heh, I had finally landed on Iota and returned in my 10.625x scale game. Since I'm starting new, I'm wondering if I ought to give myself a boatload of extra science and money for the science center to start, just so I can unlock parts which can reasonably get people to the moons. 19,000 m/s was a tough sell, even with SMURFF and cryo engines. I ended up sending three tankers in advance (enough to have one of them full), rendezvousing in low-Iota orbit, in order to have enough to land and return home. I might have overdone it, though, as I ended up with 22,000 m/s and was able to give myself and extra 3,000 m/s breaking before hitting atmosphere. That was a 1.25 m single pod, USI supplies, and 2.5 m parts with surface attached 1.25 m engines. I even tipped over while planting a flag, but nothing exploded when I used a hill as a launch ramp, so it was all good: https://imgur.com/ZaVqfkT Contrast that with the Saturn V, at 10 m diameter. It's no wonder we used such a monster for the Apollo program. Instead, I'm sitting here trying to strap a bunch of Titan II's together and land on toothpicks.
  7. As long as your potatoes have some solar power and a relay antenna, they get the job done! But I'm sure there are better tubers (maybe carrots) which have the advantage of weighing less.
  8. What, SpaceX doesn't build a completely new TEL every time they fire off a Falcon 9? What madness is this?!
  9. Oh, the other thing was that, if you're using Kerbal Konstructs (check within the past few pages), you need to go into the KK settings and de-select Commnet support, then completely restart KSP. KK displaces the stock extra ground stations by default, and GPP isn't configured to use KK's replacements (which are intended, I believe, for KerbinSide). That bit wasn't obvious to figure out, either. I'd check the KK settings as I just mentioned with Disparia. You have to disable KK commnet support, then fully restart KSP. Or at least, that fixed my issue. Yours may be different.
  10. I'd guess you're losing probe control about the same point I am. If I launch from GSC straight east, I still have a probe blind spot at around the equatorial descending node (i.e. 90 degrees longitude east of GSC). My not-very-cheap solution has been to launch a few satellites with the first unlocked relay antennas into equatorial orbit, around 20 Mm. I also boosted my low-res scansat mapper, as it had already done its job and had an included relay antenna, so I get some help occasionally from that being in a polar-ish orbit. I tried sending a fuel tanker to Iota, because I'm calculating that I need ballpark of 20,000 m/s to launch, land, and return, and early game tech isn't suited for it, even with SMURFF. The tanker itself was somewhat heavy and only had a TWR of 0.5, which meant the burn to Iota took a while. I set up the manuever node by hand, then told MechJeb to execute it, then lost signal sometime before the end of the burn. MechJeb is a serious trooper. Burned a lot of delta-V, an extra ten to fifteen seconds spinning around at full thrust because, for some reason, having no control means Mechjeb can steer but can't shut off the engine. But by the time I regained control, my probe was still on an intercept trajectory. Probably turned around three full times under full thrust with a net change of close to zero. Sarbian is my hero. And that's why I set up a satellite relay network.
  11. Hmm... yeah, this seems to be inline with @Kerbas_ad_astra's intent, from the front page. I probably need to stick my foot in my mouth for not knowing how to calculate TWRs when I posted my comment. I was off by a factor of over 100. Oxidizer in vacuum mode with a 25 ton engine is still TWR of 266, perfectly reasonable, no reason to further change it. And you're right that HAS[@MODULE[ModuleEngines*] also references ModuleEnginesFX. It was late and I should have been trying to sleep instead of thinking I knew what I was looking at. Nothing to see here, move along!
  12. Edit: Pretty much everything I said below is wrong or useless, but I'll leave the post here. Any chance we can get SMURFF to address Nertea's Kerbal Atomics? SMURFF It seems to be looking for ModuleEngines of various sorts, but some of the Kerbal Atomics engines are multi-mode beasts and their configs contain no reference to ModuleEngines, instead using this: MODULE { name = MultiModeEngine primaryEngineID = LH2 secondaryEngineID = LOxAugmented primaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2 secondaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2OX } 25 ton aerospike with oxidizer mode gives engine TWR of less than 2:1, which makes me feel like crying on my 10.625x scale GPP. Maybe I'll try adding the tweaks myself and give a PR, but I haven't fully wrapped my head around what you're doing in your configs. Simply copying and pasting another @PART for other engines and modifying the @Module[ModuleEngines*] to point to this other module would be my best guess, but we all know what assuming does.
  13. Would it be possible to change the default configuration to leave KK commnet ground stations off (such that it doesn't displace the default extra groundstations), and instruct users to turn it on for those specific mods which need to override the vanilla groundstations? Because it's definitely not universal that mods using KK also need to override ground stations. I had to figure out why my commnet disappeared with KK in GPP (weird) and then change the setting and restart the game. It seems to make more sense that KerbinSide or whatever other mods include instructions to turn on KK commnet support rather than other KK users have to scratch their heads in confusion until they realize that KK supporting commnet actually means KK displacing commnet. Alternatively, could you provide a nice clear warning on the front page that installing KK will, by default, displace and replace the stock groundstations, and that the solution is to disable the setting in game, followed by a restart of KSP?
  14. Negative on CKAN. I like the idea of CKAN, but it isn't actually comprehensive (or wasn't) for the mods I use, so instead of playing the game of mixing manual installations with CKAN, I do everything manually. I also like being able to second-guess people's typos in Netkan configs, which happen all the time.
  15. Disparia, I've just started out with this too! I haven't been using SSTU as JadeOfMaar suggests, but I have been using SMURFF and MFT instead of RealFuels. Ferram Aerospace, Advanced Jet Engine, Community Tech Tree, Dmagic Orbital Science, Hangar Extender (I suspect will be absolutely required later), JX2Antenna (looks cool... as soon as I can unlock it), KIS and KAS, RealChute, RealPlume. What else? StageRecovery, I'm discovering, is far less useful at this scale than in stock (at least early game), because there's a narrow window in which it's useful. Aero forces will rip strap-on LF stages apart if it's too low in the atmosphere, and stages that are released at speeds over 2,000 m/s will end up burning up in atmosphere. Since low orbit (above 126 km) is well over 7,000 m/s, you can imagine how few stages are recovered. Parts: I am using nearly everything from Nertea (Near Future Technologies, Heat Control, Cryogenic Engines, Kerbal Atomics, Far Future Technologies, only leaving out the Mk IV system), and a good portion of RoverDude's mods (including MKS, FTT, USI-LS, Asteroid Recycling, Akita and Karibou, Karbonite... though Karbonite needs some balance as it brings some LF engines that are way too powerful way too early in the tech tree). I'd rank Nertea's stuff at the top, the last to be cut from my parts packs. I've also thrown in MOLE, B9 Aerospace, OPT, B9 Procedural Wings, Universal Storage, SpaceY and SpaceY Expanded. OPT is beautiful, but I don't think its engines are compatible with AJE. A few engines in there are downright ridiculous. In any event, SSTO spaceplanes are horrendous at this scale, so I'm questioning whether I should include aero-oriented parts packs at all. MOLE provides great 1.875 m parts, but it uses an atypical resource configuration system which I wish could be overridden by MFT, especially because you can't get lighter dry-mass parts for switching the tank type to cryogenic fuels. MOLE is still SMURFFed, of course, but LH2 needs even lighter tanks compared to LF. As you can tell, I'm still experimenting. Part of that experiment has been with the difficulty settings. Mission rewards need boosting. I'm at 120% rep, 120% science, and 230% funds. Funds feels like that might be too high, early on, but delta-V requirements for missions are ballpark of 326% higher, and since cost scales exponentially with delta-V, 230% might even be too low. I really don't know. I didn't realize, at first, that also scaling the fund penalties scaled the cost of upgrading facilities and activating strategies, so I threw down a few hundred thousand extra space bucks early in the game when I could have sorely used it elsewhere. Penalties are now at 100%. I'm also paying to unlock parts after researching tech nodes. If you intend to keep up with the RealFuels route, make sure you grab engine packs recommended there. Many part packs do not have RF configs. I like RO with RSS and even RP-0 (or the idea of it), but I feel like the benefits from RF are outweighed by the fact that to them, "realism" has come to imply "has been created in real life," rather than, "is within the realm of plausibility." Done and fixed, thank you. "Restart the game" always twists my stomach a bit, since it takes so incredibly long with this mod plus way too many parts with all the MM patches from other gameplay mods.
  16. Very beautiful. Unfortunately, I then lost all of my ground comm stations. I verified that "Extra Groundstations" is enabled. I've turned my previous blindspot into the kingdom of the blind. Maybe I can use Texture Replacer to make a one-eyed Gaelan to be king? Okay, crappy jokes aside, I'm a bit at a loss. I'd need to test if it persists in a new game. Techwise, I'm not very far along anyway, so starting over might be okay. Also, can @JadeOfMaar add a note to the install instructions page under the "Scaled Versions" heading to be careful to grab KKtoSD along with Rescale! ?
  17. I did use Rescale! Otherwise, I would've been completely lost. I dropped in SD and the 10.625x RESCALE folders in GameData. But I guess I didn't see the KKtoSD, because the statics were definitely messed up. And here I thought I had been so careful following @JadeOfMaar's extended instructions. I'll give that a try and report back after I finish this 400 km Ap attempt I'm in the middle of flying. Edit: clarity about installation of SD, Rescale
  18. Yeah, I was just poking fun because it would have been funny if you had done it on purpose. As it is, it's just another fun, unexpected problem, since I haven't played RSS/RO with any seriousness since 1.0.5, and otherwise I always played with stock scale. This is great, having issues like this that you wouldn't anticipate, having to figure out workarounds like either launching to 400 km apoapsis over the DN (287 km last attempt wasn't quite enough) or creating a relay network. How cool is it that, by coincidence, I have full control over my vehicle except for a few degrees before and after the DN? No to Kerbal Konstructs (removed it and KSC++ when the scale factor spread the buildings out too thin, also removed KSC switcher when I erroneously thought it was responsible for the bug with renamer), but yes to extra ground stations. I also set occlusion modifiers to 1.0 for vacuum and 0.90 for atmosphere, figuring those were more realistic numbers, though, honestly, it was just a SWAG. Occlusion modifier is probably the source of the difference.
  19. So... there's a big commnet blind spot sitting at the equatorial descending node centered at 90 degrees longitude from GSC. I'll assume you set THAT up on purpose too. "See, somebody will ask me about my trick, and I'll tell them, but then they'll try to use it with a probe and it'll be a great laugh!" To be fair, I did change the atmospheric bodies comm size from 0.75 to 0.9, and vacuum bodies to 1.0. I don't have good numbers for what it ought to be, but I know that low enough frequency stuff can go around the world because, at shallow enough angles, it's got total internal reflection from the ionosphere and ground, which means it's not leaking much out unless the angle from surface normal is sufficiently small (e.g. somewhat close to overhead). Higher frequencies are more transparent, but also don't have indices of refraction that would justify a multiplier of 0.75 for atmospheric bodies' apparent size. I know there's some refraction around even a vacuum body (but I would guess this is small), and there are some atmospheric components which will give some scattering. It's almost as if KSP wasn't designed to be an EM transmission simulator! Either I need to man up and set up an orbital relay network around Gael, or I need a significantly higher apoapsis sitting on that descending node (last attempt was 195 km Ap, still using 10.625x scale).
  20. I'm confident that's not the same definition of a Kerbal month used here. If a standard month is 30 days, 30 kerbal days are a kerbal month, or 7.5 earth days, or 180 hours. It's not tied to the orbital period of the Mun.
  21. Odd. FWIW, I downloaded from Github on October 29th and, while I didn't notice any Windows Defender quarantines, SCANsat wasn't working. I just redownloaded today from the same source, reinstalled, and now it's working. Not sure how that comes about, but there you go.
  22. @Nertea, I know you're still well in development. I've been updating the SSPX Redux as you post commits, giving it a spin. Is there some point where you'd like to start getting feedback, bug reports, etc.? I know it's not yet, but I'd be happy to post Github issues when you think it's mature enough to start putting it through some paces. Happy modeling! Your stuff looks awesome already (or rather, as usual ).
  23. Ah, so not only do I wait for GSC to cross Ceti's plane, you set it up specifically so that I don't really cross it. I just brush it, ever so gently, a nice little tangent line. Very smooth.
  24. Roger that. I'll see if I can get Jeb and co. back by doing that, then edit the persistent save file to move all of Galileo's awards back to Jeb. And everybody always loves cool developments. Not rushing is good.
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