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Everything posted by Norcalplanner
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Interplanetary Space Station
Norcalplanner replied to Thromm's topic in KSP1 Gameplay Questions and Tutorials
Just think Skylab instead of ISS and things will be a lot easier. -
The Physics Conundrum, or I hate Fairings
Norcalplanner replied to DeltaDizzy's topic in KSP1 Mission Reports
Might want to try Kerbal Joint Reinforcement instead of auto strut. I've also had good luck with putting a probe core below the payload, the choosing "control from here" prior to launch. Good luck! -
Thanks for the props in the OP. I hadn't looked into Mission Reports for more than a week, so I missed this until now. It's nice to see 3.2x GPP getting some more love. What sort of upgrades are finding to be most useful for your parts? Any house rules regarding upgrades?
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As an add-on to what the mod author said, vehicles are lighter and LFO engines have 50% more thrust, so if you don't change the amount if fuel carried, your TWR will go through the roof. SMURFF allows you to increase tankage across all your stages, while maintaining TWR and gaining a lot more delta v in the process.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
Very exciting news. It will probably be the weekend before I can give this the attention it deserves. I'm really looking forward to the new 10.6x config.- 7,371 replies
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Forum designs new rocket to replace the SLS
Norcalplanner replied to ZooNamedGames's topic in Science & Spaceflight
It seems to me that the major decision point is whether or not the launcher is man-rated. If we're talking about something like Skylab / Saturn IB, where you have a large payload launched to orbit and the crew coming up separately a few hours later. Then we don't need to bother man-rating the whole thing and rely on Falcon 9/Dragon or something similar to get the crew up. Off the top of my head, it seems like when you want cheap power, designs gravitate to SRBs and Kerolox. Hydrolox is efficient, but just too expensive, and the current SLS is having problems with the tank. In my mind, a heavy cheap Kerolox/SRB lifter would be something like an 8-10-meter core made using modern aluminum/lithium alloy (similar to Falcon 9), with 5 to 7 modern deep-throttleable Kerolox engines (TR-107 or similar) with large disposable SRBs (possibly as large as 4 or 5-segments, with 2, 4, or possibly even 6 depending on the payload) and a Kerolox upper stage with 2 or 4 Merlin 1D vacuum engines. -
Honestly, I think we would also see some radical changes on the earth itself - think cities floating on the ocean, a hyperloop ground transportation network, solar powered aircraft, growing food and harvesting resources in locations heretofore inaccessible. Because once you've figured out how to make a floating city work with minimal external inputs, you're halfway to making a viable colony.
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Just under two minutes in a heavily modded GPP game with 27k mm patches. SSD helps tremendously.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
I must be doing something strange then, because I use GPP with a ton of mods (including all the visual ones) and windows task manager says I'm never using more than about 4.5 GB. Where are people looking to see how much memory is being used? Or does a lot of the game reside on my 4 GB video card, and that number isn't included when windows is reporting memory use?- 7,371 replies
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I haven't forgotten about this - it's just that I've been laid up after surgery and haven't been able to sit at a computer for any length of time. I'll get back to posting things for real later this week, but in the meantime, here are pictures of Jade Station around Iota and the rocket that got it there.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
Definitely upgrade that CPU when funds allow. I jumped from an OC C2Q9550 to an OC i6600k last year, and it made a huge difference.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
I've created a 2.5x GPP install, and have played around with it a bit, in part to use both BDB and SSTU without any SMURFF considerations. Haven't started a serious career yet, but I'll probably crank it up seriously in another week or so, when I have a bit more free time.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
Four small folding radiators was more than adequate for a small probe lander (less than a ton) on Icarus, but was barely enough for Thalia. My manned lander had six of the medium folding radiators, and it wasn't enough to stick around on the surface for more than a minute on Thalia.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
I don't know if it's clean living or what, but my copy of KSP running upscaled GPP with dozens of mods (including all the visual bells and whistles) rarely uses over 4 GB. I keep reading about people running out of memory and scratch my head.- 7,371 replies
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I was going to choose engineer, then realized that posts like "A Degree Makes A Difference" and "Fun with Trigonometry" land me more in the scientist camp.
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12 MB persistence file for me
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
If any of what you're doing results in more awesome terrain in upscaled systems without putting the mountain peaks into the stratosphere, then I am officially enthusiastic.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
Biggest rocket so far in my 10.6257x career - three Mainsails and ten kickbacks: Which was enough to result in this: Jeb and Bill made it back with only 300 m/s of delta V to spare. I'm really looking forward to unlocking some bigger parts. ;-)- 7,371 replies
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KABOOM's 10.6257x career continues to roll along, with new lifters and probes going to Iota, Ceti, and LGO. We've got our first small station up, and Jeb and Bill made it to Iota and back in a Big Gemini-based design. Enjoy.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
This is where the smaller scale of the BDB parts can be misleading in 10.6x. A two-stage Titan booster simply doesn't have enough delta V to get a Gemini to orbit.- 7,371 replies
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This One Goes to Eleven: Reports from a 10.6257x GPP Career Well, I'm either over ambitious or just plain nuts. After finishing my 3.2x GPP career, I've decided to jump into a new career at the ridiculous (but accurate per @OhioBob) full tilt scale of 10.6257x, using SMURFF at full lever. Since 10.6257x rounds up to 11, I thought the title seemed appropriate. If you aren't familiar with the reference, it comes from the 80s classic "This is Spinal Tap": Goals for this save include more exploration of the outer planets (KABOOM Kronicle never really got out past Tellumo) plus more colonization, science, and refueling infrastructure. Mods have changed quite a bit - I've moved away from my more typical SpaceY/Near Future/Orbital Science suite, and will instead be featuring the following: Bluedog Design Bureau, USI-LS, Real Scale Boosters, Kerbal Atomics, Cryogenic Engines, and the Mark IV spaceplane parts. Karbonite is still there, but with no Kerbal R&D to increase the heat tolerance and my decision to delete the large umbrella-shaped collector, resource collection will be very slow unless on the surface. I'll post more in a day or two, but here are some initial images to whet your appetite, courtesy of imgur albums working once again. Also note that this is not going to be nearly as comprehensive as my previous report, since that started seeming more like work than fun. Enjoy. If you want to check out the old thread for reference, you can find it here:
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Recently, it was succeeding in getting back to orbit around Tellumo. With an SSTO. In a 3.2x career. :-)
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
Now that I think about it, when it's time to grab an asteroid I'll tweak the config to cut the number of asteroids by 75% at the same time I remove the typo.- 7,371 replies
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