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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 just got an "Asteroid Day" Sentinel contract for a Sentinel to look at Icarus impactor asteroids. I didn't see the orbit on the map. Hmmm. Zoom in. Zoom in some more. ARG! The orbit is closer than 500K Km from Ciro! It will take over 30,000 DV to get to that orbit. And it's gunna need a few radiators. (The final burn to circularize into the destination orbit is by itself about 20,000 DV.) It's doable, certainly (at least with NF). The challenge is to see whether It can be done for less than the ~200K that the contract pays out.- 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
tl;dr: Use ISRU plus advanced ion or nuclear engines from one of several mods. I just sent some craft to Icarus that are capable of returning.to Gael. While merely getting to Icarus for a one-way trip was easy enough (the upper stage was an asparagus style LV-N setup), getting back requires ISRU unless you're going to build something huge to carry all the propellant for the return trip. For this kerballed two way mission I'm using Near Future Propulsion's LF-9 Magnetoplasmadynamic thrusters. The lander is set up to mine ore, and the stock ISRU can extract lithium from the ore. The ISRU can optionally be docked to either the station or the lander. The lander has enough DV to get up and down with a full load of ore without needing to refine the ore, unless it needs to do a large plane change to get to the landing site. If necessary, it can take the ISRU down to the surface and refuel itself instead of just carrying ore up to the station. As far as ISRU is concerned, Icarus is pretty friendly. Gravity is fairly low for a planet and there's no atmosphere to worry about. Refueling is easy, especially with the high ISP of ion engines. Oddly enough, even though it's going to Icarus, this ship (station, lander, and 2x Gael-Icarus crew transfer vessels) has only a few contingency solar panels since it's got nuclear reactors to power the big ion engines. I also don't want to get caught in a bad situation on the surface where something is blocking the solar panels and there's no electricity to power the radiators. So almost everything is nuclear powered. The station/lab itself doesn't have any engines. For the trip, two crew transfer vessels and the lander all dock at the station facing in the same direction, and their ion engines provide the propulsion for the trip. The lander is docked on the station's centerline while the crew transfer vehicles are docked in the outrigger positions on the sides. Eventually the crew modules can undock and return to Gael on their own while the station and lander remain at Icarus.- 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
GPP comes bundled with several optional mods, one of which is KSC switcher, which does exactly what you're asking for. Instructions for installing the optional bundled mods are included in the OP. This is available in all versions of GPP from (at least) GPP 1.2.0 through the current GPP 1.2.3. Note that GPP is not yet available for KSP 1.3.0, so you'll have to keep running KSP 1.2.2 for the time being.- 7,372 replies
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And, of course, that famous quote was actually a Hollywood writer's invention for the movie. Kranz didn't actually say that. But the point is well taken. Everyone, regardless of their opinion of how this might eventually go, should realize that TT -- more than anyone else -- wants and needs this to succeed. They're putting their money on the line here. Will they do it right? Perhaps. Perhaps not. As has been noted, they've got some winners in their stable that they've "done right". Not all, of course, but nobody succeeds at everything. For that matter, "succeeding at everything" isn't even a good thing, as it usually means you're not taking enough risks. Everyone's been talking about all the risk that they see moving forward here, but I don't think anyone has really mentioned the risk of NOT moving forward. People are scared of flying since there's a certain amount of risk involved, but the risk of NOT flying is greater (e.g., taking a car or train instead.) The same is probably true here. It's entirely possible that NOT making this deal would have led to far worse things than what people are imagining TT might do. (Such as "no more KSP".) I'm going to hope for the best, and I'm prepared for the worst. Worst case scenario is I never download another KSP update or mod and keep playing the game the way it is now. If so, I've certainly gotten my money's worth here, many times over.
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Congratulations Squad! You've earned this, and it's something to be proud of. I do not share the negativity that some are expressing here. T2/2K has some titles I love to play, including my favorite game of all time (hint: it's not KSP). I suspect whatever changes come out of this will be more positive than negative.
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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
Congratulations! And, fear not, you'll still find time for KSP. The second child is much easier than the first. You know what you're doing this time.- 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
As is yours!- 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
If you have downloaded the latest GPP and now have an infinite loading screen, chances are you (like me) only downloaded the GPP.zip file. It appears GPP has been split into two parts, and you MUST download and install both GPP.zip and GPP_Textures.zip. Perhaps the install instructions could be made a bit more explicit regarding this change? Especially for those of us who have run earlier GPP releases, it's not that obvious that we needed to download two separate zip files. There's two files listed, but no explanation of the purpose of the new zip file.- 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 had the entire CTT tree filled out before leaving the Gael system. Overpowered? Just a bit. On the other hand, it's actually a decent way to play. You still get contacts (which you don't get in sandbox mode), but it does away with the science grinding. It's a fine line between "fun" and "grind". Especially when you're restarting often because of game-breaking mod updates, or changing which mods you're using, or the next major KSP release, etc.- 7,372 replies
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Graphics cards (GPUs -- graphics processing units) are immensely powerful supercomputers on a chip. But like other supercomputers, they achieve their processing power through massively parallel computations. Saying "Graphics cards are good for rendering but not much else" is not correct. Any problem that is suitable for a supercomputer (i.e., weather forecasting) could be done on GPUs. There are many real-world applications out there that take full advantage of the processing power of GPUs. (Google "CUDA" or "OpenCL" for more information.) Whether or not KSP's physics computations could be done on a GPU depends on how easily the code lends itself to massive parallel processing. I suspect that it is not a good fit for running on a GPU. This isn't because GPU's are dumb, or limited, but because the basic problem isn't one that can be efficiently split into thousands of parts.
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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
Plants, being green, reflect green light -- they don't absorb it. Other wavelengths are more useful to plants. If you saw pictures of the plant growth experiment that was just sent to the ISS, the plant lights it uses are pink.- 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 am seeing the exact same problem with Kerbalism and a stock-scale GPP (no resizing). I ended up expanding the station with the greenhouse part to add additional solar panels.- 7,372 replies
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Thanks for the help and suggestion. Sorry for taking so long to reply. I didn't have time to adequately test your suggestion last night and I didn't want to give you a half baked response. I set up a fresh install with only DM Orbital Science, Kerbalism, Module Manager, and Hyperedit installed. Without the above patch, the behavior is as follows: The Little Brother recon telescope acted as described in my original post (no repeatability). The Big Brother scope also wasn't able to repeat the experiment, as expected. (Separate issue: There appears to be a MM config error because only the Little Brother is creating a sample. The Big Brother is producing transmittable science. My main install also exhibits this behavior.) With your patch installed as a config file in gamedata, the behavior of the Big Brother (4-use) part changed as expected, and allowed the science to be rerun (remaining as transmittable data). It was, however, not changing the animation to show that film canisters were being reused, and it was able to repeat the science indefinitely. So the patch is working, but the theoretical part about Orbital Science locking after the intended N uses is not. Since this patch specifically references the Big Brother part, I also tried the patch modifying DMReconSmall (i.e., "Little Brother"). It continued to produce a "sample", and became infinitely repeatable. Behavior on my main installation (which includes GPP and 100+ other mods) was identical to the test installation. The KSP log (from the test install) can be found here: https://www.dropbox.com/s/up8zxupy5njxa8d/KSP.log?dl=0
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It shouldn't need to read minds since you can move the kerbals into the shielded sections when needed. I'm sure there a reason why it works the way it does.
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Forgive me if I'm asking questions already answered. I admit to being lazy and only reading the last page. At this point, I'm not asking for assistance. I'm only asking if these are known problems. If not, I'll dig deeper and do the due diligence before really asking for help. But if they're known problems, I don't need to dig. First of all, let me say that the work that went into this mod is really impressive. It's not just fancy coding and models. The design of the new game systems is really well done. Nice job! As for the actual questions: 1) I'm using DMagic's Orbital Science. Several of his science parts produce "samples" under Kerbalism. The problem is that some of his parts are supposed to produce 2 or 4 samples, but when running under Kerbalism they become inoperative after the first sample. Is this the intended behavior? 2) I think this has already been mentioned, but shielding on vessels isn't very user friendly. I thought I'd make one "safe haven" area that was heavily shielded, but since the entire ship is treated as having an averaged amount of shielding, that doesn't work. So it's either undock, or turn off the habitation systems in other modules. There's currently no other way around this, right? I suppose I could turn off CMEs or the entire radiation mechanics. 3) I had a kerballed vessel rotate such that it lost solar power, the battery discharged, the scrubber shut down, and CO2 climbed. There was a message that popped up on the screen, but by the time I could react and shut off the warp, it was already too late. Now, I know that the alerts will kill the warp, however, at the time I was using Mechjeb to execute a maneuver, with the "autowarp" turned on, so it was turning warp back on when Kerbalism turned it off. Other than F5/F9 or not using autowarp, do you have any suggestions?
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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
Sounds like Hyperedit to me. I've seen the same thing happen with Hyperedit, in stock as well as with GPP. From KSP 0.9 through today. Try instead using a sandbox and flying there under high warp, without Hyperedit and see if the problem goes away.- 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'm usually at 6 or 7 GB by the time I get to the menu. That prompted a few clicks on Amazon and a box to appear at my front door with a 16 GB upgrade. There are some memory leaks either in KSP, some mods, or likely both. I fell asleep one night night with KSP running in the VAB editor and when I woke up it was using 33 GB of virtual memory (on a system with 24 GB of real memory.) If you can, spring for another 8GB (or more). It's well worth the money. You'll see a tremendous speedup since a lot less virtual memory swapping will be needed, even with an SSD. I shudder to think what GPP would be like running on 8GB and a hard disk.- 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're asking specifically how to install the update in-place over an older version of GPP, right? This is what's worked for me: Delete all the folders inside the gamedata folder installed by your previous GPP, and then install the latest GPP. If your previous GPP is old enough so that it had manual patches to some other other mods, also delete those mods' folders inside gamedata and reinstall the those mods. Exactly which folders you need to delete will vary depending on which of the optional mods you chose to install originally. If your existing version of GPP is v1.1, be especially careful to remove all the old folders. 1.1 had a lot of manual modifications to other mods. Galileo has done a superb job of simplifying the install since then, which not only makes installing GPP easier, but also makes uninstalling GPP (when upgrading) easier as well. I find it helps to be looking at the old GPP's zip file when uninstalling to make sure I'm deleting all of the necessary folders. So far I've done the 1.1 to 1.2.0, 1.2.0 to 1.2.1, and 1.2.1 to 1.2.2 updates using this procedure without incident.- 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 figured out what was happening, at least on my system. Do you have Kerbalism installed? In map mode, if you have the life support panel displayed (as opposed to, say, the resources panel, or the contract panel) using the buttons in the upper right corner, the life support panel grabs the focus when you hit the tab key. This, in turn, requires that you click on the background in order for tab to bring you to the next planet.- 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
For me it was happening everywhere.- 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've also been having trouble with using tab to switch between planets, but I discovered that what was actually happening was when I hit the tab key, the focus would shift to one of the mods windows (not always the same mod), so the next tab would be captured by that window instead of the main map window. Hitting tab, then clicking on the background map, then hitting tab, clicking on the background, etc., seems to work. It's an annoying work-around, but it works. Is this the problem you're seeing?- 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
What you appear to be overlooking from the dv map is the 820 dv for the plane change to Hox's orbit, but that doesn't get you up to 4K dv. Are you sure you're planning the burn at the optimal time for a Hohman transfer? I'm not sure how the dv map's numbers were done, but be aware that doing multiple burns (i.e., first getting to a circular solar orbit, then transferring to hox) should be less efficient than a direct burn from low Gael orbit to intercept Hox. Note that this isn't always true, as sometimes it's more efficient to do plane change burns separately, but usually doing multiple large burns is less efficient. The maps numbers may have been determined with a more efficient strategy. Furthermore, the game-year at which you do the transfer matters, because the destination's position changes. The distance from Cirus (periapsis vs. apoapsis) doesn't matter that much, but its distance above or below the ecliptic plane matters a LOT. That determines how much of plane change your ship will need for the rendezvous. Catch Hox while it's near its ascending/descending node with Gael and it will take a lot less dv to reach than when it's 90 degrees further along in its orbit. FWIW, TWP (Transfer WIndow Planner) around day 0 shows an intercept (for a flyby) from a 100 km Gael orbit to hox as needing 2820 dv for a 7 year trip. That includes the 935 to reach Gael's SOI, so about 1900 dv should be close near the beginning of the game. Note that TWP doesn't always pick good defaults for the transit time boundaries, so if it puts the "best" result right at the top or bottom of the porkchop plot, you should extend its search limits. Also note that the optimal transfer for going into orbit isn't always the best for a flyby. If you want to go into a 100 km Hox orbit, the optimal ejection burn from Gael increases by several hundred dv, but you save it on the other end when you do the Hox orbit insertion. And the trip is 19 years instead of 7. Using Mechjeb gives similar results. From a 100 km Gael orbit, it gives a 2822 burn around day 248 that intercepts Hox in year 14. It then needs about a 2500 dv insertion burn.- 7,372 replies
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