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OhioBob

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Everything posted by OhioBob

  1. Generally speaking, delta-v requirements go up proportionately to the square root of the scale factor. So for a 3.2x solar system, you can expect the dV requirements to be about 3.2^0.5 = 1.79 times greater than in a stock-sized 1x system. With a well design rocket made from 2.5m parts and flying an efficient ascent profile, I've been able to get to orbit in a 1x system using 3,000 m/s. So for 3.2x I should expect about, 3000*1.79 = 5370 m/s. @eddiew's example that he just posted used, 6200 - 875 = 5,325 m/s. That's pretty darn close.
  2. I don't use the mods that you reference, but it seem likely the problem you suggest could be real. This mod does nothing to alter the configuration settings of other mods. So where this mod has increased the height of an atmosphere, it's probable that it could absorb an orbital resource band. That's assuming the altitudes at which the resources are located is static. I don't know how the other mods work, so I can't say with certainty. You may just have to try it out and see what happens.
  3. I think taking off from Catullus is harder than taking off from Tellumo. The depth of the atmosphere makes it quite a challenge. I've done it, but I didn't actually land the craft there. I did it as a test to determine dV for the delta-v map. So I just temporarily gave Catullus' physical and atmospheric properties to Gael so I could liftoff from the launch pad and experience Catullus conditions. That's a lot easier than having to land the launcher that has to take back off again. Good luck, I hope you figure it out. By the way, I was also able to attain orbit from Tellumo sea level conditions, but the payload fraction was a meager 1%. It gets immensely easier and more efficient launching from higher elevations.
  4. @Nomad867, GPP works just fine in KSP 1.2.2. I recommend that you upgrade.
  5. My model takes us to the top of the Chromosphere. If you want the extend it out farther to include the Photosphere, all you have to do is extrapolate the temperature and pressure curves and change maxAltitude.
  6. I have no plans to add anything, but if you explain to me a little better what it is you want to do, I might be able to help.
  7. All the stock planets are completely deleted and replaced. One could try going into the file RemoveStockPlanets.cfg and undelete Kerbin, and then delete the file Gael.cfg. That might put Kerbin back in, but it could very well break other stuff. This mod has a ton of customization. The users of the mod are certainly free to try whatever changes they want, but they're on their own. Don't expect any support from the developers. (edit) @ShearOfDoom, I just tried the above suggestion and it works. However, Kerbin is in Kerbin's orbit, not Gael's. I don't know what other goofs there may be.
  8. Not without modifying the mod. You're stuck with Gael unless you want to change it yourself. I'm sure the mod developers aren't going to do it.
  9. I didn't know there was a dev version. I search for it and found nothing. I stand corrected.
  10. Theoretically, yes. FAR just uses whatever atmosphere is there, so it doesn't matter whether you are on Earth, Kerbin, Gael, or whatever other planet you choose. However, it's my understanding that there's no KSP 1.2+ compatible version of FAR currently available (I think FAR is stuck at KSP 1.1.3). GPP needs KSP 1.2.1 or later to work, so there's no version of KSP that both mods can run on. If FAR ever upgrades to a KSP 1.2+ version, then I see no reason why GPP and FAR wouldn't work together.
  11. The following is something that some of you might find useful. This is a table giving the minimum and maximum distances between planets, measure in megameters. This covers 500 years of planetary movements, from year 1 through year 500. To find the minimum distance, select the innermost planet going down the column on the left, and the outermost planet going across the row at the top. Then read the distance at the intersection of the selected column and row. To find the maximum distance, select the innermost planet going across the row at the top, and the outermost planet going down the column on the left. For example, let's say you want the minimum distance between Gael and Gratian. Gael in the inner planet, so select Gael in the column at the left. Gratian is the outer planet, so select Gratian in the row across the top. Where those selections intersect we see that the minimum separation is 22,830 Mm. To find the maximum distance, now select Gratian in the column to the left, and Gael in the row across the top. We find that the maximum separation is 55,486 Mm. Icarus Thalia Niven Gael Tellumo Gratian Otho Gauss Nero Hox Leto Icarus ------ 3,176 6,845 10,146 18,498 33,138 66,322 132,343 256,741 352,761 484,557 Thalia 10,808 ------ 3,245 6,923 15,005 29,851 62,879 128,728 253,436 349,583 481,394 Niven 14,132 17,736 ------ 3,181 11,654 26,302 59,469 125,433 249,901 345,876 477,826 Gael 17,826 21,046 24,787 ------ 7,945 22,830 55,828 121,666 246,406 342,673 474,562 Tellumo 26,250 29,745 33,092 36,806 ------ 14,623 47,814 113,727 238,236 334,066 466,221 Gratian 45,174 48,462 52,008 55,486 63,686 ------ 32,138 97,108 223,585 318,848 451,600 Otho 79,114 82,558 85,967 89,609 97,623 113,230 ------ 65,128 190,118 284,087 417,970 Gauss 147,345 150,960 154,255 158,023 165,962 182,550 214,551 ------ 122,216 222,479 350,603 Nero 291,445 294,751 298,285 301,780 309,949 324,584 358,063 425,579 ------ 143,965 232,783 Hox 486,301 489,479 493,184 496,393 504,999 520,358 555,023 624,150 726,005 ------ 156,248 Leto 600,629 603,794 607,365 610,634 618,988 633,620 667,373 735,508 853,786 969,245 ------
  12. Kopernicus is version locked and will work only with the KSP version to which it is matched. So for KSP 1.2.0 you must use Kopernicus 1.2.0, and so on. The last digit in the Kopernicus version is the release number. That is, Kopernicus 1.2.2-1 is the first release of Kopernicus that will work with KSP 1.2.2. If a second release is necessary, it will be 1.2.2-2, and so on. So the first three digits of the Kopernicus version should always match your KSP version number, and the last digit of the Kopernicus version should be the latest release of that group. But as @JadeOfMaar said, GPP apparently doesn't work with KSP 1.2.0. If you want to use GPP, you probably should upgrade to KSP 1.2.2. And in the case, you want Kopernicus 1.2.2-2.
  13. @KERBALINA, the GPP download does not include Kopernicus. You have to download and install that separately. You must make sure you use the Kopernicus that matches the version of KSP that you're running. For instance, if you are running KSP 1.2.2, then you need to use Kopernius 1.2.2-2, which is the latest version. You also need to install Modular Flight Intergrator and Module Manager. Both of those come with the Kopernicus download, but you might have to check the Module Manager thread to make sure you have the latest version.
  14. Yeah, I think I'd like to have that ability. Stop the pressure curve and start high-speed time warp at maxAltitude, but continue the temperature curve as far as we want. That way we could model exospheres and thermospheres.
  15. You can extend the curve, but I'm pretty sure that once you're beyond the max altitude, the curve is not used anymore. Basically the atmosphere just shuts off as soon as you go above max altitude. You can always give it a try, though. I haven't checked it in a while, so maybe I'm not remembering correctly.
  16. Yeah, but with us disenfranchised #2 voters, this election is rigged. I demand a recount.
  17. I've got the same problem. I want to vote for #2 but I can't. I've been disenfranchised.
  18. I just recently made a Δv map for Galileo's Planet Pack. It was actually quite a pain in the neck because their is so much variation from one transfer window to the next, it was hard deciding what numbers to put on the map. The maker of the map has to assume something or they'd never be able to make the map. The odds are, your actual conditions are going to be different then what was assumed. Therefore the values on the map have to be used as with a lot of skepticism.
  19. You can also go into the cfgs and check out the atmosphereCurve. It gives the ISPs at pressures of 0, 1, 5 and 10 atm, as well as the pressure at which the ISP goes to zero. Although it is not exactly a straight line, you should be able to interpolate and get real close.
  20. I'm afraid I'm not familiar with the Elite universe. If there is any connection between it and the names I used, it is completely coincidental. I used snake names as a reference to the biblical Eve and the story if her being deceived by a serpent in the Garden of Eden. The Adam and Abel names also come from the story of Eve, Adam being her husband and Abel her second son.
  21. Thrust and specific impulse follow linear functions (or at least very close to linear taking into account a small amount of rounding). So you should be able to easily extrapolate the performance out to any pressure. For instance, the Viper has an Isp of 279s in a vacuum and 236s at 5 atm, so that works out to Isp = -8.6*P+279. So at 10 atm pressure we have, Isp = -8.6*10+279 = 193s. Although linearity is true in real life, this is not the case in the stock game. It is true, however, in this mod.
  22. If you just want a rough ballpark of how much different delta-v requirements are versus stock, multiple the stock dV by the square root of the resize factor. For a 6.4x solar system, everything will be roughly 6.4^0.5 = 2.53 times greater than you are accustom to in stock.
  23. Eve Optimized Engines, version 1.2.0 Rockomax Conglomerate announces the addition of two more engines to its Eve-optimized product line – the 48-8S "Asp" and the Mk-56 "Boa". These engines are low expansion ratio variants of the 48-7S "Spark" and Mk-55 "Thud". The additions should round out the product line nicely by providing a low thrust engine and a radially mounted engine for specialized applications. Further EOE 1.2.0 changes include upgrading to the most current KSP 1.2.2 configs and textures. This means that the old blue paint that distinguished previous EOE products from the stock versions is gone. Modified engines now have the exact same appearance as their stock counterparts.
  24. The height of the atmosphere is probably not going to make much difference on a launch, other then, or course, you need to get up above the atmosphere to establish an orbit. The place where you'll be able to notice the difference between a too short atmosphere and a too tall one is during a high speed reentry, such as returning from a moon or interplanetary space. For launch and return from low orbit, the speeds just aren't high enough to notice if you have a problem or not. Nice Sputnik by the way.
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