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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]


Galileo

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23 minutes ago, AntoniusCDXXXII said:

My game won't load parachutes. There is only a drogue chute that loads and no others. It seems fate keeps trying to prevent me from posting screenshots. I have to delay it for the 50th time now.

Click on the nyan cat in my sig and follow the instructions

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3 hours ago, Sigma88 said:

Click on the nyan cat in my sig and follow the instructions

2. 1.3.1 -Galileo's Planet Pack

               -Kopernicus

               -ModularFlightIntegrator (just in case)

               -Scatterer (Just in case)

               -Sigma with 10.6x rescale

3. Output log: https://drive.google.com/open?id=1Fb6BDaGLp9Ty_1z1En-rqWZXziP_9KAr

4. ModuleManager.ConfigCache: https://drive.google.com/open?id=15jmsdjnTC8HVEuEoyR-iTriLyoi-bwgp

5. The whole Kopernicus log folder:https://www.dropbox.com/s/snsvy72o7ix7ms5/Kopernicus.rar?dl=0

6. GameData Screen:https://drive.google.com/open?id=1xnPb3cOu-BXhLiEQ7KYGl7io-tTIjSvP

7. Sigma Screen: https://www.dropbox.com/s/g6555bk7l7yas2a/New folder.rar?dl=0 (Don't know if it's enough)

Note that the parachutes do appear after removing all those mods.

Edited by AntoniusCDXXXII
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5 minutes ago, AntoniusCDXXXII said:

@Sigma88So since there is no issue with Kopernicus, do i just uninstall mods 1 by 1 until i find the culprit?

Are you using RealChute?  And what do you mean by "the parachutes don't load"?  If you're using RealChute and your problem is that chutes no longer show up in the VAB, that's a known problem with the current version of RealChute.  There's several work-arounds for this problem and you can find more information in the RealChute forum thread.

If that's not your problem, I'd go the opposite route:  start with an unmodded KSP and add mods one at a time, starting with any mods that might affect parachutes (such as RealChute).  

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11 minutes ago, AG5BPilot said:

Are you using RealChute?  And what do you mean by "the parachutes don't load"?  If you're using RealChute and your problem is that chutes no longer show up in the VAB, that's a known problem with the current version of RealChute.  There's several work-arounds for this problem and you can find more information in the RealChute forum thread.

If that's not your problem, I'd go the opposite route:  start with an unmodded KSP and add mods one at a time, starting with any mods that might affect parachutes (such as RealChute).  

Bingo. 

It was the first mod I deleted and the parachutes are back to normal. It was almost vanilla anyway because I needed to remove mods for the report of mine above. Added RealChute no parachutes. Removed it, and the parachutes reappear.

Edited by AntoniusCDXXXII
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13 minutes ago, Gilph said:

To the dev team, have you seen this and is it interesting to you? Maybe as a texture replacer replaced replacer?

 

 

 

I have seen It. Looks cool! There is a TR/TRR killer being developed right now... :wink: the next GPP update will be using it as opposed to those mods. That mod you posted is cool, but I don’t know if I want to include support for it in GPP. Maybe one day though.

Edited by Galileo
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On 11/14/2017 at 5:39 PM, AG5BPilot said:

Assuming you still want the awesome goodness of RealChute, head over to their forum thread.  There's an MM patch config file that will restore the parachutes to the the VAB (but in the Utility tab since the parachute tab is missing.)

I did do that. It functions good now.

Finally, ok I got my KSP build to work. At first i thought of making a series on my own forum post but I don't have time. I may do that later though. I will dump screens I think are cool on here though.

 

So here is this weird aircraft I made: https://imgur.com/gallery/n5HsG

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20 hours ago, Galileo said:

So tomorrow marks 1 year that GPP has been in official release, and to commemorate this milestone, we will be having an anniversary sale!

GPP will be free for all users, forever!

donations  NV92bRkX.pngT  included

Edited by Sigma88
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Here is a new aircraft I made: https://imgur.com/gallery/9eege

Inspired by the F4U, although I realy needed toa dd the inverted gull wings just to make the gear low enough to prevent the propeller from hitting the floor.

Insane speed for a propeller aircraft, turning sharply is not recommended as it causes High amounts of G Forces.

Also it doesn't like to land. It would rather fly and take off again without engine power after touching land for a few seconds.

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thank you for making a great mod ive played about 10 hours of it and iota looks really interesting really hilly i especially love gasus gas giant and i think your mod is pretty stable as well because i'm using about like 100 mods and it hasn't crashed once. :)

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So remember my F4U design? I thought it was too basic. You know, one of those YetAnotherPlane™.

So how do you make it more interesting?

By inverting it: https://imgur.com/gallery/sLjsT

HNvII5g.png

 

It is not as fast as the usual F4U design, but it is way more stable ( a bit too stable, you could say).

It needs a bit more work to take off but once in the air it won't move away much from the way you point it at.

It turns and rotates slowly, but that is a good thing because you can't rip it's wings off or make the pilot unconcious with G-Forces. It didn't stall either.

Unlike my F4U, it lands very easily and nicely.

I did get the design idea from the XP-55 Ascender:https://en.wikipedia.org/wiki/Curtiss-Wright_XP-55_Ascender

It isn't an exact replica, it's not even supposed to be.

Though just like my aircraft, the Ascender also required an excessively long takeoff. Maybe it's a characteristic of such aircraft.

Also I find it funny how "inverting" the F4U also inverted it's features such as high speed, fast turn rate, fast takeoff, and landing issues.

 

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6 minutes ago, AntoniusCDXXXII said:

So remember my F4U design? I thought it was too basic. You know, one of those YetAnotherPlane™.

So how do you make it more interesting?

By inverting it: https://imgur.com/gallery/sLjsT

HNvII5g.png

That pusher canard design is actually very popular kit planes, most of which are derived from Burt Rutan's VariEze.  There was also the twin turboprop Beech Starship.  https://en.wikipedia.org/wiki/Beechcraft_Starship 

If your KSP version is built correctly, it can't stall in a normal fashion because the canard will stall before the main wing, which will lower the angle of attack and prevents the main wing from stalling.

Here's a four place design I'm fond of:  http://www.velocityaircraft.com/

Many of my KSP aircraft are also canards, although I never build an inverted gull wing.  It looks great.

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29 minutes ago, AG5BPilot said:

That pusher canard design is actually very popular kit planes, most of which are derived from Burt Rutan's VariEze.  There was also the twin turboprop Beech Starship.  https://en.wikipedia.org/wiki/Beechcraft_Starship 

If your KSP version is built correctly, it can't stall in a normal fashion because the canard will stall before the main wing, which will lower the angle of attack and prevents the main wing from stalling.

Here's a four place design I'm fond of:  http://www.velocityaircraft.com/

Many of my KSP aircraft are also canards, although I never build an inverted gull wing.  It looks great.

I find these designs very cool and interesting. At first the front canards were supposed to be all the way in the front but I had to tweak it a lot to make it stable in FAR. That  is also the reason for the double tail on the wings.

The inverted gull wings are to make the gear low enough so that the prop doesn't hit the floor, the same reason for my F4U design an the same reason the real F4U had inverted gull wings.

Also I tried to fly it backwards (technically forwards) just for fun. It took off but the long nose hit the floor and exploded. Thankfully it did land back on it's gear.

I made a pusher prop plane before but in a different configuration. The previous one was similar to the British Vampire/Venom airplanes: https://imgur.com/gallery/n5HsG

It wasn't as nearly as stable as this one though.

Edited by AntoniusCDXXXII
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First time i've actually landed a rover on any celestial body that isn't part of the home planet system!

https://imgur.com/gallery/iDcfK

Niven's day seems okay in length so solar panels seem to be viable aswell, but nuclear reactors work at any time (provided they are capable of being cooled down enough). slightly sad about it having no custom science defs though,but that would be quite a lot of defs since Niven has a LOT of biomes.
Edited by RobinVerhulstZ
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