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[KSP 1.8.1+] Galileo's Planet Pack [v1.6.4] [01 July 2020]


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3 hours ago, The-Doctor said:

Looks like the Icarus initiative is stuck in this system. Sigh

Uh, what?

3 minutes ago, Eklykti said:

Sadly there's a severe performance hit with GPP on my system.

System specs:
Video: 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 630] (rev a1)
CPU: model name      : AMD Athlon(tm) II X2 280 Processor
Video RAM: 1 gig
System RAM: 12 gigs DDR3
OS: Ubuntu 16.04
Video drivers: nvidia-375/xenial-updates,xenial-security,now 375.39-0ubuntu0.16.04.1 amd64

KSP 1.2.2 64-bit, with just created clean sandbox save.

With every mod from a GPP install except GPP directory itself i'm getting my game timer green at almost all times, with small spikes of yellow that I can't really feel.
With GPP, Kopernicus, MFI and MM only there's a lot of yellow with some spikes of green, about 1.5 to 2 seconds of real time for each game second.
With GPP, EVE, low-res clouds and all other mods installed — all yellow, about 3 to 4 real seconds for each game second, even in space somewhere between Gael and Iota.
With GPP, but no EVE, all other mods installed — all yellow, again about 1.5 real seconds for each game second, even in space somewhere between Gael and Iota.

So: GPP seems to to have some strong performance issues. GPP's clouds configs have even more performance issues, even with low resolution clouds.

I know that my system is not the best gaming machine, but is there a chance that something can be done to improve this situation?

The performance issues aren't with GPP, but with your hardware unfortunately. Particularly your CPU. 

Run the game without scatterer. See if that helps. Also, if you have any part packs, remove those as well.

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2 hours ago, Eklykti said:

Sadly there's a severe performance hit with GPP on my system.

 

2 hours ago, Galileo said:

The performance issues aren't with GPP, but with your hardware unfortunately. Particularly your CPU. 

Run the game without scatterer. See if that helps. Also, if you have any part packs, remove those as well.

you could try by disabling the loadondemand feature from kopernicus

not sure if GPP uses that

it was supposed to be a feature that saves ram, but I suspect it adds work to the cpu (I'm not sure about this)

 

@Koperncus:FINAL
{
	%useOnDemand = false
}

 

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1 hour ago, Sigma88 said:

 

you could try by disabling the loadondemand feature from kopernicus

not sure if GPP uses that

it was supposed to be a feature that saves ram, but I suspect it adds work to the cpu (I'm not sure about this)

 

@Koperncus:FINAL
{
	%useOnDemand = false
}

 

GPP uses it already. :)

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3 hours ago, Eklykti said:

Sadly there's a severe performance hit with GPP on my system.

System specs:
Video: 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 630] (rev a1)
CPU: model name      : AMD Athlon(tm) II X2 280 Processor
Video RAM: 1 gig
System RAM: 12 gigs DDR3
OS: Ubuntu 16.04
Video drivers: nvidia-375/xenial-updates,xenial-security,now 375.39-0ubuntu0.16.04.1 amd64

KSP 1.2.2 64-bit, with just created clean sandbox save.

With every mod from a GPP install except GPP directory itself i'm getting my game timer green at almost all times, with small spikes of yellow that I can't really feel.
With GPP, Kopernicus, MFI and MM only there's a lot of yellow with some spikes of green, about 1.5 to 2 seconds of real time for each game second.
With GPP, EVE, low-res clouds and all other mods installed — all yellow, about 3 to 4 real seconds for each game second, even in space somewhere between Gael and Iota.
With GPP, but no EVE, all other mods installed — all yellow, again about 1.5 real seconds for each game second, even in space somewhere between Gael and Iota.

So: GPP seems to to have some strong performance issues. GPP's clouds configs have even more performance issues, even with low resolution clouds.

I know that my system is not the best gaming machine, but is there a chance that something can be done to improve this situation?

Probably not...GPP does not have performance issues per se, but your computer does. Your system is barely enough for stock, low res gameplay. 1GB of video memory is not good, while 12GB of system memory is low, but not terrible. Other than reverting to stock planets in low res, your best bet is to avoid any visual enhancements.

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18 hours ago, dciskey said:

One bug: at first I didn't realize I was playing without planetary rings, but finally got to Tellumo with a probe and remembered it should have them. I installed the updated .dll for Kopernicus to add rings and it works great, but that patch seems to have supercharged my solar panels. I'm getting 600+ charge per second from a Gigantor instead of 21 when I'm orbiting Gael. Changing back to the old .dll fixes the problem but removes the rings as well.

There's a known bug that affects the energy flow of solar panels when there are multiple stars with different luminosities.  A temporary fix is to make the luminosities of Ciro and Grannus the same (the energy flow at Grannus will be too high, but it will correct it at Ciro).  To make the fix, locate and open the file Grannus.cfg, and make the following edit:  luminosity = 1360.

I do find it interesting that it is the updated .dll that has caused this problem to return.  I recall that Kopernicus made a partial fix to this problem in an earlier version (version 1.2.2-3, I think).  I knew that the problem had recently resurfaced, but I hadn't made the connection that it's the patch that's causing it.  This is good information to have.  @Thomas P., please take note of this.  It looks like the fix you made back in February may have gotten undone in the later version.

 

Edited by OhioBob
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Since the Nero mission takes very long to get home, I brought a further mothership into the orbit.

lRSql9u.jpg

Then I planned the transfer. What the ...? 25 years flight duration? Not with me. This must go faster. Then i thought to do it like the Grannus fly by. 

I then manually created a course that takes me to Hox in 10 years. However, I need a lot more dV to brake. I have about 8600 m/s dV available. To get an orbit around Hox and then land on Argo to refuel I need a total of about 7500 of it, the rest is reserve if I should not be wrong. I'm curious if it will work.

4yidmLI.jpg

Greetings

 

Edit Nr1:

By the way. I had an offer "Transmit or Recover scientific data from Space around Grannus". But the duration was much to low - 20 Years. I will not return during this time.

That's such a pity.

 

Edit Nr2:

Soon ... Soon it will be time. 166 days to the periapsis and the red point is getting bigger and bigger. The orbital velocity increases rapidly - it is already over 10,000 m/s.

0TZoJed.jpg

Edited by astroheiko
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After the successful completion of the M.O.A.F, the N.I.P.P.E.R (Niven InterPlanetary Propulsion Electric Rocket) is being launched into low Gael orbit using a Freya Augmented Transporter (F.A.T) :

Niven%204_zpsav0mni12.jpg

 

(Freya is the term for those SpaceY radial SRBs - the largest available). Note that due to a minor miscalculation during construction, the rocket is not actually positioned ON the launchpad. Bill insists that the repair crew just rebuilt it in the wrong place after the previous rapid unplanned launchpad malfunction. Nevertheless, after some minor space-time anomalies (slideshow-style), the NIPPER reached orbit and docked with the NiL (Niven Lithobraker). 

Niven%205_zpsnn8ko6ff.jpg

The NIPPER has been designed under Maxtech's philosophy of "why wait for those Kraken-dammed Hoffman transfers when you can just use 26.8% of Gael's Xenon and 42.3% of its Uranium to birth an ungodly ("Kerbal") combination of ionized hellfire! Stay POSITIVE! (Or Negative - we were never sure which one was which when we installed those things)."

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On 11/16/2016 at 10:08 PM, Galileo said:

Actually I have already tried with Sigma and was going to include a rescale folder with 3 different option,  one being 10x.  I only left it out because I need to include a SVE config with each scale so that the clouds are at the right heights. I may do that tonight and post the cfgs as a stand alone 

How do you have your forum tagged beneath each reply you make?

 

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57 minutes ago, The-Doctor said:

I did but it's not showing up when I comment

Signature space is very limited, that's why nothing else is showing. You need to be creative with how you load things into your sig space.

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2 hours ago, MaxL_1023 said:

when you can just use 26.8% of Gael's Xenon and 42.3% of its Uranium

Stop making me flip the table, lol.

Spoiler

Well it's a good thing Niven has 5x Gael's Xenon and Thalia has, by far, plenty Uranium to go around.

I never, never would've thought Thalia would actually become the answer to a fuel crisis in someone's playthrough or or game lore. But you, sir... :rep::rep::rep: 

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Chief test pilot Jebediah Kerman and flight engineer Bill Kerman were recently tasked with the first test of a Maxtech-enhanced (edited config files for high speed thrust) Hybrid Utility Rocket Turbo-Scramjet (HURTS). 

 

It went about as well as expected:

 

WTF%20Runway_zpsqsd4j8lk.jpg

 

After some minor repairs and the installation of gravioli stabilization systems along the runway (I reloaded until physics loaded correctly) the craft managed to reach 5.4 km/s at an altitude of 50 km, where all intake air magically disappears. Maxtech Aerospace plans to work with Kerbnobyl Industries to develop an open-cycle gas core nuclear scramjet, following the logic of "I am going to build an SSTO spaceplane no matter how insane my designs have to be, and it will fit in a Mk. II design paradigm because it looks cool, Mk 3 is a bunch of bricks and Mk. IV is so large as to lag out the universe!"

 

P.S: 

2 hours ago, JadeOfMaar said:

Stop making me flip the table, lol.

  Reveal hidden contents

Well it's a good thing Niven has 5x Gael's Xenon and Thalia has, by far, plenty Uranium to go around.

I never, never would've thought Thalia would actually become the answer to a fuel crisis in someone's playthrough or or game lore. But you, sir... :rep::rep::rep: 

Why flip the table?

Edited by MaxL_1023
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hi... i love GPP, the textures of moons its awesome.... but i´ve trying to install the clouds and the scatterer mod but no work... my pc its not a first line and i have to wait several minutes to load the game, but i wish to see the cloud at least one time.... what i have wrong?  thx

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@Fenixs Pardon me. I hadn't yet clarified the EVE install instructions. Inside the first GPP_Clouds folder there should be two more folders, the ones that separate High-res from Low-res. Then inside of each is a GameData\GPP\GPP_Clouds\ Also be sure to install the tiny download (that does not have "Configs" in its name) from EVE's GitHub.

Also, this:

On 11/16/2016 at 3:55 PM, JadeOfMaar said:

Known Issues

  1. GPP\GPP_Configs\Asteroids.cfg has a } at Line 59 that needs to be deleted in order for asteroids to appear.
     
  2. GPP\GPP_Resources\Ammonia.cfg is invalid and needs to be deleted. It may be the cause of the Ore scarcity problem.
     
  3. The Kopernicus update dll revives an old solar panel problem for any star system mod where the stars have varying luminosities. Solar panels will work at proper levels at Grannus (which is too much), and will produce over 32x as much Ec around Ciro. This problem will be cushioned by giving Grannus "normal" luminosity in the next release.
    If you can, open GPP\Grannus\Grannus.cfg and change luminosity = 42 to luminosity = 1360

Or just install this: GPP_KnownIssues01.zip (proper fix by Galileo)

Edited by JadeOfMaar
fixed my fix
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Are there asteroids in this mod? I'd need to capture three asteroids for a space casino contract, but in 50 years of game time I still haven't seen a single one. If there aren't, is there some other way to continue with the mission?

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34 minutes ago, Renofox said:

Are there asteroids in this mod? I'd need to capture three asteroids for a space casino contract, but in 50 years of game time I still haven't seen a single one. If there aren't, is there some other way to continue with the mission?

Read the known issues posted right above your comment

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Exceptionally, I am adding the complete report today.

Lagerlenna and Obfry Kerman are already on the hunt for the red jewel since 25 years and 284 days. Those datas which are spitting out of the
flight computer are scary. The orbital velocity increases rapidly. Nearly 10500 m/s they are already fast though they still need over 100
days to the Periapsis. The temperature also is getting higher and higher, hopefully they have enough space betwenn Grannus and themselves
not to burn up.

tnxJKj1.jpg

 

Obfry and Lagerlenna decide to read the speed, the altitude and the temperature at regular intervals and record them in the logbook. In the
case that they should not survive the journey, at least subsequent Gaelnauts may perhaps benefit from it. Obfry writes the following:
 
50 days to the PE orbitale speed 11.870 m/s - Altitude 17.009.400 km - 112.74 degrees Kelvin.
25 days to the PE orbitale speed 13.820 m/s - Altitude 10.178.000 km - 126.11 degrees Kelvin.
10 days to the PE orbitale speed 17,535 m/s - Altitude 05.249.100 km - 157.57 degrees Kelvin.
Grannus is now growing rapidly, still no surface detail to recognize. The temperature increases rapidly.

CIgKlvA.jpg

5 days to the PE orbitale speed 21.460 m/s - Altitude 03.201.300 km - 178.79 degrees Kelvin.
3 days to the PE - orbitale speed 25.150 m/s - Altitude 02.220.200 km - 217.55 degrees Kelvin.
1 days to the PE orbitale speed 36.207 m/s - Altitude 00.993.700 km - 203.27 degrees Kelvin.
Grannus is now very much bigger, first surface details discovered, the thermometer seems to be broken, have reached in space near and start
collecting data, I worry about Lagerlenna - she still needs to pick up the data from the devices, hope she can withstand the radiation,

73kDBxK.jpg

3 hours to the PE orbitale speed 46.253 m/s - Altitude 584.636 km - 263.62 degrees Kelvin.
2 hours to the PE orbitale speed 53.622 m/s - Altitude 423.580 km - 201.33 degrees Kelvin.
1 hour to the PE orbitale speed 69.162 m/s - Altitude 240.044 km - 245.89 degrees Kelvin.
15 minutes before reaching the Pe - board computer alarm. The temperature rose sharply to more than 900 degrees Kelvin. Massive heat
problems affect the systems. turned the endangered parts of Grannus away. I think we will die.

MTNCcA2.jpg

5 minutes before the periapsis, turn the ship back to save the Radioisotope Thermoelectric Generators before the collapse, starting with
roll maneuvers to spread the heat.
Periapsis reached - orbital velocity 112.816 m/s - Altitude 70.503 km - 427.13 degrees Kelvin. Flight time so far: 25 years and 348 days.
We will die, the whole ship is overheated, do not know what to do any more.

Qyr9qPJ.jpg

kukI0ME.jpg

A miracle has happened. Lagerlenna and I are still alive, have reached safe altitude of 900,000 km, systems cool slowly down, look forward
to home.

Spoiler

Actually, I wanted to get through without time acceleration but it didn't work. A tip for all those who also want to try: stay above 900,000 km then there are fewer problems.

oyYrPoX.jpg

A few days later the two brave Kerbals carried out another maneuver for 4844 m/s. This will lead them to the planet Gauss in about 8
years. There the two want to use the gravity of the planet to come home. There are still possibilities to get swing by maneuver at Otho or
Tellumo. However, they had found out that more Swing By maneuvers would extend the flight time.

DF8uHq8.jpg

Greetings

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I've been trying to get my ship to Niven for 2 days now - I spend about 90 minutes doing perigael kicks of 150 m/s or so, at such extreme lag that the throttle only works in 25% increments. The chief design engineer at Maxtech Aerospace has been sacked - he tried to cite PEBKAC as the underlying cause - not a good idea when speaking to upper management. 36 Ion engines was deemed excessive - the reactor was only designed to run 12 at a time.

In addition, the water recyclers only produce club soda - seems like the intakes got cross-connected with the CO2 scrubbers!

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