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Everything posted by AG5BPilot
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
I forget the exact sequence of events that caused it, but even my stock sized GPP game ended up with the antenna range at 25% of what it should be. The cause seems to have been some odd interaction with Kerbal Konstructs, if I remember. In the VAB, all the antennas were showing 25% of the range that the KSPedia indicated they should have. I took the easy way out -- I set the comms range slider to 400% for that game. Check what the range is for your antennas, and compare the actual values in the VAB to the values in the KSPedia. They should be 10.625 times the KSPedia values. If not, adjust the comms range slider appropriately. Note that adjusting the slider doesn't change the values shown in the VAB, so you'll need to do the multiplication yourself.- 7,372 replies
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It's been on CKAN since version 0.9.9.0, for KSP 1.05. That's a few years. The most recent version of Kerbalism appears to be for KSP 1.3.0, so perhaps you're not seeing Kerbalism because you have CKAN set to only show explicitly 1.3.1 compatible mods. If you set CKAN to show 1.3 (not 1.3.0 or 1.3.1) mods, it will pick up mods for all the minor KSP releases. You should then see Kerbalism, as well as a lot of other mods that will work with 1.3.1 but haven't (yet) been marked as compatible with the .1 release.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Shorter.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Join the club. I was looking for that biome for about a year. Then I stumbled upon it while launching into a polar orbit one day. Mother of all face-palms.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
On the plus side, my landing skills have been improving lately.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
I found this issue on MechJeb's Gitbhub: https://github.com/MuMech/MechJeb2/issues/940 I think I'll wait until the it's definitely fixed (and possibly released) before seeing if it fixes the specific problem with GPP. The thread does talk about the reason for MecJeb's autoland trouble, specifically a change in KSP's API.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
How much memory does your computer have? Just a hunch: if you have 8 GB, you will see a dramatic improvement if you upgrade to 16 GB. 8 GB simply isn't enough, and the computer is spending all its time swapping memory between RAM and disk. That's also not great for the longevity of your disk or SSD. If you have 8 GB and upgrading is not an option, unfortunately your best option is probably to stay away from memory intensive mods such as big planet packs. Even smaller textures will only delay the problem. 8GB is barely enough. If you have more than 8 GB, you probably shouldn't be having problems like that and might want to investigate why.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
I found something odd... I'm playing my new 1.5.3 career game, and the MechJeb landing autopilot just isn't working. It's really messed up. So I build an install with just MechJeb. It turns out that landing from "high" orbit is totally borked. From "low" orbit, however, it's working just fine. I then tried the same tests with just MechJeb, GPP, Kopernicus, and whatever CKAN automatically installs ("depends on", not "recommends"), and tried landing on Iota from low orbit. And it landed... on exactly the opposite side of Iota. Well, almost exactly the opposite side. On my full install, I set a waypoint, then entered the coordinates of the waypoint into Mechjeb, changing the latitude from N to S and adding 180 degrees to the longitude. It landed 22 km from the waypoint. It's as if something is wrong with the coordinates. The problem with MechJeb not working from high orbit clearly has nothing to do with GPP, but landing on the other side of the planet could be either mod. Let me know if you want logs and I'll create some from a minimal installation. (Note that Hyperedit wasn't used at all, or even installed. In my experience it causes problems when teleporting.)- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
In my experience, Thalia is just as difficult as Icarus, at least on or near the surface. In orbit, as long as the orbit's sufficiently high, it's not so bad. But the surface is brutal, and "night" doesn't help much. At least on Icarus it's cooler on the night side of the planet. I actually like Icarus. In my last career game I even had a base on the surface, a large station in orbit, and regular ion shuttles between Icarus and Gael. The DV's high, but travel time is short because Icarus's period is so short. I had a lander that could harvest lithium for the ion drives, and eventually the base started manufacturing more modules for the station. Cooling on the surface was a challenge, but it was fun. Thalia was more problematic. I ended up setting up a base on Eta instead. It's much more habitable. And there's normal ore there. Thalia's got almost no ore at all if I remember correctly. Note to self: Don't accept any more "Get ore from Thalia" contracts!- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
It is definitely doable. Not easy, but possible. You know those "Asteroid Day" Sentinel contracts? Well, I got one for an Icarus Sentinel -- and since Icarus is closer to the star than is Moho, the Sentinel's orbit was REALLY close. And REALLY hot. Ap 445 Km, Pe 345 Km. Not easy to do at all. It needed a ridiculous amount of DV just to get there. Lots of cooling. And even so, any solar panels not shielded by the rest of the craft overheated and exploded. But it worked. I used Near Future Propulsion, but stock radiators.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
There's a TextureReplacer, and a TextureReplacerReplaced. Which one should we be using?- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Okay, tried that, no joy. EDIT: It did fix the missing ground stations. Did not fix the antenna range. I'll consider that a win since the antenna range is easily corrected.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
I just accepted having no scientists or engineers as a challenge. In other news, no joy on the 25% comm range. I made sure both the sandbox and career games had the extra ground stations turned off, removed KK, reinstalled KK, and the problem is still there. I'm not going to worry about it. I'll dig into it at some point and figure out what's going on.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Interesting... I'm doing brand new games, with nothing carried over from previous versions. I started a brand new sandbox, and then a brand new career game. In the Sandbox, which was created first, I got Galileo, Jade, Bobert, and Pood, which I presume are the intended names. They were the expected pilot, engineer, scientist, and pilot. In the career game, I got Obner, Sigrigh, Sigxy, and Kirzer. All Pilots. I can see if it's repeatable: Yes, I just created a new sandbox game, and got random Kerbals. Three engineers and a pilot this time, so that's random too. It looks like, as you said, you can only get the normal Kerbals in one save game. There can be only one Galileo! As for comms, I forgot one thing: regardless of whether I tell set it to use the extra ground stations, it only uses KSC-Main. I forgot about that because I circumvented that by putting up a string of comm sats to cover the back side of the planet. Thanks for the advice. I'll try the KK reinstall and see if that changes anything. Otherwise, I'll just play with it as-is. Moving the slider to 4 isn't that hard.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Not posting logs yet -- just asking if anyone else has seen these two bugs. I've got over 100 mods running, and tracking down the problem may be time consuming. Unless, of course, they're known issues. I haven't played KSP/GPP in a few months, and just came back to it. Time to upgrade from 1.2.2/1.2.3 to 1.3.1/1.5.3 and start a new career game! I encountered a few issues, but got the important ones resolved (such as Realchute making ALL the parachutes vanish from the VAB.) These two are so far unresolved, but not all that critical. Has anyone seen these in 1.5.3? 1) With the Kerbal Renaming, I got 4 random Kerbals to start with. Not "Jeb Gaelian". No Bob, Val, and whomever the 4th one normally is. And all four were pilots. No Engineers or Scientists in the four starting Kerbals. 2) After a few probes had totally unexpected trouble communicating from anywhere more than a few thousand Km from Gael, I discovered that ALL antennas were rated at 25% of their nominal values. I corrected this by setting the communications range slider to 400%. I suspect there's a config in there somewhere that's setting everything to 25% of normal. The only comms related mod I have is the JX2 antenna package. No Kerbalism. No RemoteTech. If anyone has seen these before and knows what's causing them, great! Otherwise I'll dig into the problem when I feel motivated. Neither problem is a game stopper.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Definitely NOT. GPP was the reason I bought more memory for my computer. It does not run well in 8 GB.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
I don't know if that's a bug or not, but I'm going to assume it's correct. Ask yourself this question: "How many degrees does the Earth rotate in '1 day'?" If you said 360 degrees, you're wrong - at least when you define '1 day' as the time from noon today until noon tomorrow. The Earth rotates slightly less than 360 degrees. There's two types of day: a solar day (measured against the sun being in the same location in the sky) and a sidereal day, which is measured against the stars. On Earth, there's about a 4 minute difference between the solar day (noon to noon) and the sidereal day (360 degrees) because during that one day, the earth is moving almost 1 degree around its orbit, so the direction that points to the sun also changes by about 1 degree. On Gael, which has a day about 25% of Earth's, a 1 minute difference between the solar and sidereal days seems about right.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
You can definitely land on Thalia -- even set up a permanent base. But you'll need sufficient radiators to cool everything down. I believe if you're using Kerbalism (I don't anymore), there should be some Kerbalism specific challenges you'll also need to deal with.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Your Haswell i5 is more than powerful enough to run GPP. The problem is the 8 GB of memory. You can barely get by with 8GB, but it will run very slowly. Upgrade to 16GB of memory (or more) and you'll see a dramatic improvement in performance. KSP doesn't actually use the GPU that much so you'r probably fine there too. You simply need more memory.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
With 8 GB you might be getting a lot of hard memory faults, thrashing the swap file. You can check to see the overall hard fault rate in the Windows Resource Monitor. Even with an SSD, it really slows KSP down if it's continuously moving pages in and out of main memory. The type of delays you and @Slasher are seeing are typical of what I used to see when I had only 8GB. Increasing the amount of memory should make a huge difference in speed.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
I think that's your problem right there. Version 2.6.24 of Module Manager is for KSP 1.1.x. Try version 2.7.6 of Module Manager. EDIT: I'm not sure if I'd use anything *newer* than 2.7.6. The 2.8.X versions work with KSP 1.3, and might not work with KSP 1.2.2. I know 2.7.6 works. 2.7.6 is the most recent version compiled for 1.2.2.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
One thing which might mess up new installations of GPP is the confusion about which versions of other mods are compatible with KSP 1.2.2. With many/most mods already having KSP 1.3 compatible versions, you need to be very careful NOT to install the 1.3 compatible version of other mods. Even if CKAN says a mod is compatible with KSP 1.2.2, if it also says it's compatible with KSP 1.3, chances are it's NOT actually compatible with KSP 1.2.2. (Especially if the mod includes a dll file.) Which mods have you installed, and, specifically, which version of each mod is installed? Also, where was the mod installed from? (i.e., CKAN, the GPP zip file, github, etc.) Because CKAN seems to erroneously list some mods as both 1.2.2 and 1.3.compatible, you may need to explicitly tell CKAN to install a specific version of some mods (which must be done from a command line), or download the right version of the mod manually, bypassing CKAN.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
I use GPP and 100+ assorted other mods, run all the video settings on max, and rarely see more than about 12 GB these days. That's with a career game with nearly 200 in-progress flights. I *used* to see higher memory usage, but that had to be from a memory leak somewhere. Either the leak was fixed or I dropped the mod causing the leak; I'm not sure which. I have no trouble running on a 24 GB system with lots of other stuff running simultaneously. I don't know offhand how much vram is used, but I've got a 6GB GTX 1060 and have never seen a worrisome portion of the video memory used.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
The boundary between high and low space at Eta appears to be 30 Km, but the in-game KSPedia page says it's 80 Km. I assume 30 Km is the intended value, in which case there's a typo on the KSPedia page.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
AG5BPilot replied to Galileo's topic in KSP1 Mod Releases
Speaking of dependencies, I've been keeping track of all of the mods I use, with an eye to upgrading to KSP 1.3.0 and the eventual GPP release and continuing my current career game there. I rarely get very far in career games because either some upgrade (which has some feature I *really* want) breaks prior save games, or I decide to try a new mod that does the same. I was hoping to avoid that this time, but one of the mods, Near Future Propulsion (and the other Near Future mods), is a game breaker in 1.3.0. The mod is changing in such a way that you won't be able to continue with existing saves. This isn't a surprise, and this was announced well in advance. For anyone using Near Future Propulsion, it will be impossible to continue prior games. Since KSP 1.3.0 doesn't seem to add a lot of features other than localization, I'll be sticking with 1.2.2 and GPP 1.2.3 at least until I'm done with this career game. The downside, of course, is that all new mod versions are going to be for 1.3.0. I suspect a lot of people who use GPP are in the same boat as I am.- 7,372 replies
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