

Gilph
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Everything posted by Gilph
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
In the MKS forum, I posted that I made a base on Ceti from a DIY box that I landed. I used the USI GC bundled version. With two 3 star engineers in a Ranger Workshop, it took 4.5 days and around 27000 MaterialKits. Was very simple and straightforward.- 7,376 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Made my first base from a DIY box. Started like: Then went to: 4.5 days later, deployed it and it bounced pretty good But settled nicely, now I can make organics: Pretty cool stuff. -
Hi, If I may ask what might be a simple question, is there any case where we need to adjust times manually if we are using KSPTOT Connect? I've been going through the old tutorials where we had to subtract a year and a day in MJ and had to move time to before/after Pe to get the right intercept. We don't need to do any of that anymore, right?
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Ignore the idiot that made this post. After you create your bodies.ini in TOT, edit the file and do a global replacement of "Ciro" with "Sun" and reload the file. My thanks to @Arrowstarfor correcting me.
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<sigh> of course...reading the instructions...such a crazy plan, it just might work. And it did. Thanks again.
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It was the latter. Here is the file: https://1drv.ms/f/s!AigvIEvgjetqyA4BE5I7SUm9og7S When I load it, the main screen has the correct Transfer Central Body, but the departure and arrival dialog boxes disappear: Also, Rendezvous Planner doesn't want to load. If I start TOT from scratch with this loaded by default, I get: Thanks
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Hi, @Arrowstar GPP is the Galileo Planet Pack. It removes all of the stock bodies, including the sun, and replaces them with a whole new set. I had tried to test TOT by creating a bodies file in a GPP save. None of the dialogs worked correctly and I get loading errors if I try and start from scratch. My post was as an FYI for someone who thought TOT could solve their issue in a GPP configuration. I would assume that TOT does not support this kind of configuration?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
it needs a few more zeros at the end of that completion number.- 7,376 replies
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iirc, there was a mod called mechval, that handled very low twr burns, which sounds like what you are looking for. Never used it myself, but you may wish to see if it will help.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Would you consider a short 2.5m reactor with 750ec? There is a large EC gap with the nukes: the 1.25 is 230 and the 2.5 is 1550. Something in the middle could be very useful -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Open for business and self sufficient out on the Skids, on Iota, at sunrise: -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
Happened to me over the weekend with stock panels. Needed to restart game and it went away- 7,376 replies
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Hi, just started using GPP, so thanks for updating your tool. I tried TOT, but it does not work, and there is no mention of GPP support in the TOT thread. When I create a new bodies file, the new planets are not recognized in any of the drop downs.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Dont remember the stats when it happened, but I started OK with a 2.5 tank (4500). But at some point, my silicon production went a bit wonky, and it was because I ran out of silicates during catch up processing. I changed a few things around and repainted another tank to have silicates (9000 total). Today, even that is not enough. My three bays of Silicon run at 1103% and uses 7280 silicates per 6 hours. But, I had to reduce the Machinery value from 2000 to 1300 in the Refinery to lower the load, otherwise, I would exceed the 9000 capacity. My bonuses are 257/213/207 on Minimus and have a 3 star tech on board. So, I've had to play balancing games with locking Machinery and measuring resource production so I have a good 6 hour window to keep catch up processing happy. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
One of the things I did recently is to create two manufacturing bases: one for MK and one for everything else. The MK uses two refineries and a ranger workshop. What was good about it was that it was not that much heavier than sending a ton of MK. The MK you make in the beginning is used to inflate stuff, and when that is done, you can use it as input to the other manufacturing base to make machinery. Since Machinery uses 4 times the amount of MK than SP, using the ranger workshop will make MK at about 3 times faster than an Assembly, so things are a bit more balanced in end game. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
You are correct...I never updated after that change went into effect. I'm still using 8 because I don't need to change it. Add the fact that you need at least a 3.75 tank for silicates. Once the bonuses kick in, you will run out of tank space for catch up processing if you go smaller (in this version). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
If you are looking for Machinery only, it can be as easy as 2 refineries, one assembly, one workshop. The six refinery bays are metals, polymers, chemicals, two silicons and RE. you will be short on chemicals and silicon, and you will need to start and stop things to keep them balanced. If you can handle a third refinery, then have three chemicals, three silicon, and one of the rest. Have the assembly make CS, machinery, SP, and the warehouse will make MK. As your bonuses increase, you can lock the Machinery on the assembly and workshop and lower it to tune your output. Eventually, you can get things balanced. If you want Colony Supplies, you will need eight bays just for organics. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
Hi, To install your sunflares, do we put them in Gamedata\GPP\GPP_Scatterer? and I'm not sure where the skyboxes go. They do not show up if I put them in TextureReplacer. Thanks- 7,376 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Just started 10 days ago. Have a Ranger base on Iota. Since I also started using CTT, havent unlocked the Refinery or Assembly plant yet Not really against sifters getting Geology bonus, but I think the bonus amount that gets applied to drilling and resource conversion really needs a nerf. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
I've started with farming Refined Exotics and Exotic Minerals on Iota and returning it to Gael to make funds. It's important that I land as close to KSC as possible to maximize the recovery percentage. When I land close to KSC Main (within 35km), the recovery screen says I'm 443km away and only gives me 77%. I've tried different settings with KSC Switcher, but cant seem to get a bigger bonus. Any ideas? Edit1: After some testing, it looks like a small lake around 6'50"N,157'E is less than 100km away and 94% recovery, and a good place to land in the mountains. Netted an extra 700K funds- 7,376 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gilph replied to Galileo's topic in KSP1 Mod Releases
Hi, finally installed the 1.2 upgrade. I see you got rid of the Distant Object Enhancement; Strategia; Planetshine; Waypoint Manager special versions. I guess I can install the official versions and they get updated with the new MM?- 7,376 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
I guess...always thought the MKS design/upgrade flow was the Ranger->Duna->Tundra. Also, the Tundra part has two types of functionality (Pioneer/Logistics). and the Duna only has one. I'll admit I haven't figured out the CTT structure yet, but I'll spend some more time on it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi...have not yet unlocked the Duna parts, but the Ranger parts are fine on Iota. Will try it on a sandbox in the next day or two. I see a bit of surface shimmy when I land on really flat surfaces, but nothing to affect the landers or Kerbals on them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, Doing my first playthrough with CTT. Noticed that the Duna Logistics Module is under Advanced Logistics, but the Tundra Pioneer/Logistics is one level below in Long Term Habitation. I'm assuming it's to get the Pioneer functionality, but it's odd that I can get the bigger Tundra logistics part cheaper than the Duna one. Was that done by design? Thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Doesn't look like it. Have them on both bodies in 2 different biomes.