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Spheniscine
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Everything posted by Spheniscine
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Hi, I just got back to KSP, I'm playing the JNSQ planet pack and I've scanned Kerbin 100% for lo-res altimetry and 34% biome, and it shows up well in the flat map, but the overlay doesn't work, seemingly being a mere flat grey with no visual information, as in this screenshot: https://imgur.com/a/x8pVrUi Turning EVE off temporarily removes the cloud swirls, but the overlay still shows no visual information The "big map" works, it's only the overlay that seems to have this issue Edit: Turns out the culprit was Orbital Survey Plus. I'm not sure why I have that installed
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Hello, it's been a while since I've played KSP, and I noticed that the PackRat rover has been overhauled Unfortunately I am having trouble figuring out how to put it together. The rollcage doesn't seem to attach so nicely to the MK3 cargo bay anymore, and I am having trouble figuring out how to place the rest of the chassis and wheels under it
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
The contract also required me to land the relatively heavy Vector engine with the probe. And I suppose static stability was probably an issue, but I was also getting an extreme amount of g's before the craft would flip (the g-meter gets pinned for a few seconds before the craft flips out and explodes). The craft I finally managed to land peaked at about 14.4 g's, still quite a lot- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
I don't remember, I think the doomed craft had Ap was about 65km and Pe was about 45km (For reference the atmo is 58.5km high on the 2.5x rescale) - when I added the giant heat shield though I went for a very shallow reentry, with Ap at 59.5 km and Pe at 55-56km I think.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
I have a question that I'm not sure who can answer, but I'll ask anyway: I am having big trouble landing on Tellumo in 2.5x rescale (I don't even want to take off again). When I go for the final aerobrake pass, the shallowness of the atmo + high orbital speed means that I get an extreme acceleration spike, flipping the craft out and destroying it; any ideas on how to remedy that? Edit: I sort of managed it, by decreasing the craft ballistic coefficient by using the giant inflatable heat shield, thus allowing a shallower reentry.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
I think this contract might be a tad difficult- 7,372 replies
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Doesn't ring a bell, you're the third one this week, people always trying to score free soups claiming to be my old buddies psht Waiter, you're in my soup!
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
I guess I did not, I suppose I should check it out- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
I'm using Rescale with 2.5x and I have a problem with this building being right on the spawn point of the runway blowing up everything I put there, making the SPH/runway unusable:- 7,372 replies
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I have the same problem with not getting the send new crew to station mission, I had to fix it with the fixes in this post and this post .
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
I discovered an interaction issue with this planet pack and Contract Configurator (specifically the Tourist Pack, though I suspect other packs may also be affected). The tourists get renamed by GPP but the contracts still have their old name and do not recognize them- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Spheniscine replied to Galileo's topic in KSP1 Mod Releases
Pro tip for optimizers (or people who play with upscaled versions, where dV is even more precious): If you want to get to Iota, target it, then turn on KER's "RDZV" menu and launch when "target phase angle" is approximately 205.2 degrees (value arrived through experimentation). This places your Hohmann transfer node right on your descending node, thus eliminating the need for a potentially expensive plane-change maneuver. Your plane change effectively happens during Iota orbital insertion, saving dV by both taking advantage of the Oberth effect as well as being further away from Gael's gravity well.- 7,372 replies
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Wait why is OPM there? I thought Galileo's Planet Pack isn't compatible with OPM.
- 51 replies
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Spheniscine replied to Whirligig Girl's topic in KSP1 Mod Development
In particular, the default landscape value (1) means that terrain height is multiplied by the rescale value. You can set it to the reciprocal of your rescale (reciprocal of 6.4 is 0.15625) to return terrain heights to normal, but things might be a bit flat at that scale, so you should adjust to taste.- 289 replies
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- stock planet revamp
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Spheniscine replied to Whirligig Girl's topic in KSP1 Mod Development
Sigma Dimensions has a "landscape" variable which controls the terrain height multiplier.- 289 replies
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- stock planet revamp
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I got a crew rotation mission that didn't detect that I had a vessel that meets the requirements and have docked with the station. Not sure how to reproduce as I'm sure I completed a similar contract before but will let you know if I have more data. I force-completed it, and now it continues generating missions for that space station, but it goes away before I could accept them. I believe that's a CC bug, where it keeps refreshing missions erratically while on the mission screen. Edit: Nevermind. I think I may have borked it up by editing the save file when that criterion completed during another mission; my memory is fuzzy. I'll let you know if I see the problem again, but until then I think this can be ignored.
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I dunno, I haven't built it yet, and my career is somewhat heavily modded, using Sigma Dimensions to scale planet sizes and distances to double and also heavy use of Procedural Parts and Tweakscale. I don't expect it to cost much more than 35k (10k more than the SAR) though, given that it is after all just a probe.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Spheniscine replied to ethernet's topic in KSP1 Mod Releases
Actually I think it's an issue introduced with 1.2.2 for some reason. It appears to run on only 10% load without an engineer. With a 5-star engineer aboard, you get... 70%, still not enough to complete the "Retrograde Kuarqs" experiment with only one cyclotron. I fixed it by editing "UseSpecialistBonus" in StationScience/Parts/StnSciCyclo/part.cfg to False. I'm not even sure why it's true in the first place. Is it possible that 1.2.2 actually broke it by applying intended behavior for those config values?