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Everything posted by Norcalplanner
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I'm really looking forward to starting a new RP-1 career this week, and find myself with a few questions: Is it a design goal and/or will it be feasible to transfer a 1.3.1 RP-1 career to 1.5.1 when that comes out? Trying to decide how much time to invest in the new career. KCT is frequently played with Stage Recovery and Scrapyard. Are the RP-1 formulas for KCT designed for those mods to be present? Just looking to experience the new release the way it's meant to be played. Any info or clarification is greatly appreciated! :-)
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Norcalplanner replied to Theysen's topic in KSP1 Mod Releases
I'm not aware of a config, but love SSPXr and would be appreciative of one. I think Twitch streamer sanjosharks has SSPXr in his RO game - I'll ask him what he did and whether he'd be willing to share, or at least get some tips on how to make some myself.- 2,215 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Norcalplanner replied to Theysen's topic in KSP1 Mod Releases
Regarding non-throttling of hypergolic engines, I found it helpful to put three engines in a line on the bottom of an early lunar probe, and controlled via two action groups. I had full, 2/3, and 1/3 throttle available, which (combined with pulsing engines) was enough to land a half-dozen probes safely on the moon.- 2,215 replies
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Thanks for the reply. I've removed TWB for the moment and reverted to a backup save. I'm still excited about exploring all the new worlds, so I'll figure out something later in my career to make it happen. And maybe IC will be sorted out by then... ;-)
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@TheProtagonists Just a quick note to say that Sigma Dimensions doesn't appear to affect the location of the Dawn system. This screenshot is with a 3.2x rescale applied: I may still be OK, depending on how large the SOI of the Dawn system is. If I've done my calculations correctly (and I'm not sure that I have), then Grannus has a SOI in 3.2x with a radius of 1.6e+12m, and should be at an altitude no higher than 5e+12m when near the Dawn cluster. So as long as the radius of Dawn's SOI is 5.4e+12m or smaller, then we should be OK. Is Dawn supposed to have the orbital velocity shown in the screenshot? Just trying to figure out how far from normal this setup is...
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Norcalplanner replied to garwel's topic in KSP1 Mod Releases
If I'm reading the tea leaves correctly, the next version of GPP may have it implemented at Thalia and possibly other planets. In terms of dealing with it, I'm thinking it would be the same combination of craft design (moar shielding) and mission profiles which minimize time on the surface.- 1,033 replies
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Thanks for the insight. I'm still pretty early in this career, so it's feasible to pull everyone back to the GSC (home system is GPP/GEP) and sacrifice/delete existing craft as needed before adding TWB. And I'll let you know how things work with SD. :-)
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A few quick questions for @TheProtagonists or anyone else in the know - and please forgive me if these have been asked before. 1. Does anyone know if problems are caused by adding TWB to a 1.5.1 career already in progress? I'm just thinking that it might be nice to avoid the RAM and framerate hit until late career when I might actually be able to travel there. 2. Has anyone tried this with Sigma Dimensions? My current career is 3.2x, FWIW. I'm hoping that floating point errors won't bork up navigation. 3. It looks like planets are currently being moved around in preparation for the 1.2 version. Would it generally be better to wait until 1.2 is ready, or would you advise I get going with 1.1.1 and attempt to upgrade later? I'm mainly interested in Inner Dawn and Traverse. Thanks in advance to anyone who can shed some light on this!
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I like the idea of SSTO spaceplanes, but I rarely use them because I'm frequently playing in 2.5x scale. It's a bit harder to cram in the extra delta V and still have a useful payload.
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"Role Play" versus Contract or Science missions
Norcalplanner replied to Tyko's topic in KSP1 Discussion
I just added Space Age, which I'm liking a lot so far. It's basically like a recording secretary in the corner keeping track of everything. How many times has that craft landed on a particular moon or docked with a particular station? Who has flown the longest duration mission? Etc... -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Norcalplanner replied to RoverDude's topic in KSP1 Mod Releases
My Karborundum harvesting sundivers in GPP career generally found the goods much higher than that. I'd suggest putting the craft in an eccentric orbit with Ap just inside Moho and Pe down at 1000 km, then watch your harvest rates and see where the best band is for your save. -
After having played with this for a few hours today, the best word I can use so far is "disorienting". Low orbital operations around Mesbin and Statmun (which is all I've done so far) remind me of being in orbit around Lili and Tellumo, where you can't trust any visual references to orient yourself. The delta between surface mode and orbital mode on the nav ball is significant and fraught with peril for the unwary. Not sure I'm going to do a long-term career with it in its current state, since it's not the most compatible with my preferred mod list, but definitely an interesting change of pace.
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@GregroxMun This planet pack looks great with some unique challenges. Would you say that Mesbin and nearby bodies are fairly close to their final parameters and locations at this point? Just looking to start a new career where upgrading to whatever new hotness you come up with is an option as you continue to refine your creation.
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[1.12.x] Near Future Technologies (September 6)
Norcalplanner replied to Nertea's topic in KSP1 Mod Releases
@Tyko I agree we're getting off topic. There are some threads which explored this topic extensively with complicated math a few years ago. I'll see if I can find them back when I'm at a real computer. Back on topic, it looks like I need to download some NF dev builds and check them out when I get home tonight. -
[1.12.x] Near Future Technologies (September 6)
Norcalplanner replied to Nertea's topic in KSP1 Mod Releases
A good rule of thumb is to not burn longer than 1/6 of the orbital period. And if you're in a high orbit, a retro burn to lower the Pe first is frequently a good idea, assuming the timing and phase angle are correct. -
Project for my Rocket Propulsion Class
Norcalplanner replied to theplayingdead's topic in KSP1 Discussion
With RSS and RO and appropriate RO-configured parts, I would say yes, you should be able to get in the ballpark showing whether your design concept might possibly work. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Norcalplanner replied to Nertea's topic in KSP1 Mod Releases
Not in front of KSP atm, but it seems to me that greenhouse output would scale linearly with volume and/or mass, rather than some artistic arrangement of the plants in the windows. Possibly with greater efficiency for parts further down the tech tree. Idea just now - upgrades to greenhouses in career mode. Probably not the easiest thing to code, but it seems logical that our industrious Kerbals would build better greenhouses over time. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Norcalplanner replied to Nertea's topic in KSP1 Mod Releases
IVAs are a pain in the rear to make for something that many players look at rarely or if all. You're new to the forums, so you may not realize that the predecessor to this mod had even plainer IVAs. For something that the modder offers to us for free, I think that they're great. :-) -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Norcalplanner replied to Galileo's topic in KSP1 Mod Releases
There's a great post here that explains the various combinations:- 7,371 replies
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Norcalplanner replied to garwel's topic in KSP1 Mod Releases
Kerbals recover back to their maximum health when on Kerbin. However, maximum health slowly degrades based on cumulative radiation exposure, and there's no way (yet) to reverse this process. That said, a Kerbal starts with 100 HP and adds 10 per level of experience, up to a max of 150. The most I've ever lost in a single Kerbal in properly designed ships is 5 health points, and that was an interplanetary explorer who spent several years in space outside of any planetary SOI. The health loss is really a way to force you to consider radiation shielding in your designs and make your stations and motherships even more massive. With a touch of crew R&R because of the time-based health recovery mechanic. All of this should be couched in my lack of recent Kerbalism experience, since I haven't played with it for several iterations of KSP.- 1,033 replies
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Norcalplanner replied to garwel's topic in KSP1 Mod Releases
@tonimark Speaking as an enthusiastic user of the mod, I view as an alternative to Kerbalism, since both contain habitation and radiation mechanics. Making the two compatible would be a huge task, especially considering all the other subsystems that Kerbalism that touches.- 1,033 replies
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I actually did notice this in my 1.3.1 2.5x GPP/GEP install. I tended to put my Iota stations in a higher orbit, so it was (in my mind) a temporary visual bug which was only visible during descent or ascent. If you had a station or other craft orbiting lower and were looking at the ghost terrain all the time, I could see how it might be more annoying.
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The R5 2600 is currently $30 more than the i3-8100 on Newegg in the US. I also have a tiny bit of experience with an Intel build, and none with AMD. Still, you've got me thinking - I'll spec out a Ryzen CPU and MB and see how it stacks up.