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Everything posted by OhioBob
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HELP NEEDED with Orbital Matching
OhioBob replied to Caknucklehead's topic in KSP1 Gameplay Questions and Tutorials
I was recently in a conversation with somebody else who was have some weird orbital glitches. Not what you describe exactly but something similar. He determined the problem was HyperEdit. He uninstalled it and the problem went away. I don't know if you're having the same issue or not, but why don't you try uninsalling HyperEdit and see what happens. If you need to change orbits, you can use the cheat menu. -
"Best" TWR Values>
OhioBob replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
The Delta IV-H burns all three boosters at 100% thrust at liftoff, throttle back to 60% at 56 seconds, throttle up to 100% at about 252-257 s, cut-off at 327 s, and separation at 332 s. -
My typical game would be a lot longer if not for the constant updates. It seems that every time a major release comes out and all the mods get updated, enough things break that's it's just easier to start over.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
Looks like a good place to launch rockets from, but that mountain off the end of the runway looks treacherous.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
Poodmund and I have both made the argument that they are still Kerbals regardless of were they live. The way I see it, Kerbals is synonymous to "Humans", and Gaeleans (or whatever) is synonymous to "Earthlings".- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
Assuming we eventually add it to GPP, I do recommend that we find a higher elevation for the space center. Tellumo's air pressure drops to 5 atm at an altitude of about 2,230 meters. At that height liquid-fueled engines will get a boost of about 20% versus sea level in both thrust and ISP, and SRBs will improve by about 1/3. That will make the game much more playable. Still a challenge but at least players will have a fighting chance. And I'm sure Kerbals are smart enough to figure out that higher is better. BTW, if Kerbals living on Gael are Gaeleans, what are Kerbals living on Tellumo?- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
For the first release I just bundled what I had from 10 months ago when we first thought of the idea for a Tellumo home world game. What you see is as far as I got, but it was my intent to eventually add a cfg for SpaceY lifters. I'll probably still get around to it, but I'm kind of busy with other stuff right now.- 7,371 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
OhioBob replied to Thomas P.'s topic in KSP1 Mod Releases
I know the space center has some offset settings, but I don't know enough about it to tell you what or how to change it. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
Introducing Tellumo Optimized Engines, designed exclusively for use with @Gordon Fecyk's Tellumo Space Program. Tellumo Optimized Engines modifies the game's LF Engines and SRBs to improve their performance in the high ambient pressure environment of the planet Tellumo. The engine modifications are based on real life engineering practices, it's not a cheat. The improvement in high pressure performance comes at the sacrifice of lower vacuum performance. The only engines changed are those intended for use as a first stage booster. Those intended for vacuum or near vacuum environments are unchanged. Some engines have two versions, a HP (high pressure) version for use deep in Tellumo's atmosphere, and a LP (low pressure) version for use at higher elevation or in environments having atmospheric pressures similar to the planet Gael. The LP versions are the same engines found in the stock game. The Reliant has been transformed into a Tellumo booster with thrust vectoring, while the Swivel retains its stock specifications. Solid rocket boosters have undergone a major overhaul. SRBs in the stock game have performances that fall well below those in real life. With such poor performance, SRBs would prove virtually worthless on Tellumo. To maintain the usefulness of SRBs, their specific impulses have been elevated to real life performance. Thrusts have also been increased to provide adequate thrust-to-weight ratio in Tellumo's high gravity. There have also been some rebalancing of dry mass and propellant load. To account for the improved performance and maintain cost balance, SRBs are now significantly more expensive than their stock counterparts. Download Engine packs currently supported Stock KSP Porkjet's Part Overhaul- 7,371 replies
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@ApertureGaming, your config is working perfectly fine for me. I'm getting a very smooth transition from scaled space to PQS, and I'm not seeing any of the weird mountains that appear in your screenshots. Are you sure you made your textures correctly? I just did an export from KittopiaTech, opened them in GIMP, flipped both color and normal maps vertically, and then saved them as .dds, using DXT1 for color and DXT5nm for normal, both with mipmaps. The result is working perfectly. I also made a few other tweaks to your config. First, I changed Icio's radius while keeping it surface gravity the same. This gives Icio a mass about 1/2 that of Eeloo with about the same density. Properties { radius = 170000 I also added timewarp limits because I got annoyed not being able to warp past 10x while in low orbit. Properties { timewarpAltitudeLimits = 0 5000 10000 20000 50000 100000 200000 300000 Finally, I tweaked the fadeStart/End settings. I used numbers I'm a little more familiar with, and which provide a more gradual fade between scaled space and PQS. Not that what you had is wrong, it's just a personal preference. ScaledVersion { fadeStart = 25000 fadeEnd = 30000 PQS { fadeStart = 30000 fadeEnd = 120000 deactivateAltitude = 140000 Also note that your atmosphere needs some work. There's stuff that's missing. I can help with that.
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OK, something is different. Did you make any changes since you posted this: Orbit { referenceBody = Eeloo inclination = 0 eccentricity = 0 semiMajorAxis = 9500000 longitudeOfAscendingNode = 63 argumentOfPeriapsis = 27 meanAnomalyAtEpoch = 8 epoch = 0 color = RGBA(50,150,255,255) } Properties { description = test radius = 270000 geeASL = 0.134 tidallyLocked = false } Based on the numbers above, I compute Icio's SOI as 10,510 km, which is the same number I'm seeing in game. So if you're seeing 4,136 km, something must have changed. Also note that 10,510 is larger than Icio's semimajor axis, which means Icio's SOI actually engulfs Eeloo. That's a consequence of Icio being larger than Eeloo. If Icio is a moon of Eeloo it needs to be made smaller.
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I've just plopped your config into my installation. I just finished exporting the textures with Kittopia. I now have to convert those and add them into the Textures folder. It looks like the images exported by Kittopia are flipped horizontal in comparison to the in-game appearance. That would be correct for height maps, but color and normal maps will have to be flipped vertically. I'll let you know if I experience any of the same problems that you're having (edit) I might have just discovered what's causing your orbit problems. Icio is larger and more massive than Eeloo. Eeloo should be a moon of Icio, not the other way around. I've never seen this before so I have no idea what kind of weirdness it might cause. We may just need to reduce Icio's size.
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You can find it in the planet info panel in the Tracking Station.
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Strange indeed. How big is your planet's SOI? There isn't any chance it's SOI is so small that you're trying to orbit outside it? (edit) Of course if you were outside your planet's SOI, you end up orbiting Eeloo, not the sun. So never mind.
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You're right that flow separation and instability can be problems with overextended nozzles. It's an interesting thing to think about, but I'm not sure how it would be implemented in the game. The Rhino is a good example of an "tweener." It's more of an upper stage engine but still performs OK at sea level. It's real life equivalent would probably be the Space Shuttle Main Engine. Normally the SSME would produce flow separation, but engineers found a solution. From Wikipedia... Flow separation would really be a problem when using the stock engines on Eve. If there were some penalty for that, then a mod like Eve Optimized Engines becomes even more important. I'm just not sure what the penalty could or should be. I think one possibility is to have the engine produce a vibration. The further out of spec an engine is, the more vibration it produces. If serious enough, it could cause the vehicle to start wobbling out of control, or possibly causing joint breakage. Of course doing something like that involves more than just tinkering with config files. I have no idea how to make something like that. How good are you at modding code? It's not something I would want to add to EOE, but it could be an interesting mod by itself. It would certainly be a fine addition to use in combination with EOE.
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I've seen that happen when a moon is outside the SOI of its planet. The moon will orbit the planet even if outside the SOI, but vessels can't orbit the moon. They just fly off into a solar orbit like you describe.
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OK, I misunderstood. Yeah, it sound like HyperEdit is definitely not playing nice. The only thing I was wondering about with changing templates is if it would fix the weird mountain thing.
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Scrap the idea of using Moho as the template. You said all the problems came back, right?
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OK, scrap that idea.
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I was just wondering if changing the template would do anything. Some templates for whatever reason can produce weirdness. I usually use Laythe when I have an ocean world, but for everything else I've gotten into the habit of using Moho. So far Moho hasn't given me any problems.
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Incremental steps is always a good way to go. Trying to do too much at once can create a debugging nightmare.
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You can teleport your ships into any orbit using the game's cheat mode, so you don't have to use HyperEdit. HyperEdit causes enough weirdness that I've been trying to wean myself off of it as much as possible. I now try to use it only when doing a landing. For orbit changes I think the cheat mode is more reliable.
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How to use the maneuver thingy?
OhioBob replied to EljOt's topic in KSP1 Gameplay Questions and Tutorials
0.25? Dude, that's from three years ago! If you update the game there are some tutorials that will guide you through some of this stuff. I'm sure you can also find some YouTube videos. Doing an in-game tutorial and or watching a video will probably make it much clearer then what any of us can describe with words in the forum. -
Yeah, I can see where it's drifting off the orbit line well. That's very strange, I've never seen anything like that before. I can't think of anything that would cause it. Did you say it doesn't do it when you uninstall Kopernicus? Also, are you still using Sigma Binary?
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OK, I think I see what you're talking about. It looks like the planet is moving ahead of where the orbit line says it should be (at the point where the orbit line changes brightness). Is that correct? "but when I go back to 1x, the planet goes back to normal" >>> Does this mean the planet jumps back to the position indicated by the orbit line? I'm just trying to make sure I understand the problem. Please don't think that just because I'm asking questions that I have any idea how to fix it. As of right now I haven't a clue.
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