Gilph
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, found an error in the latest MKS with the MEU-100-A drill. In MKS_Drill_01A.cfg, the Karbonite definition (Line 563) has an invalid HarvesterType of 0.8 (error in compile) and no efficiency line. I think it needs to be: HarvesterType = 0 Efficiency = .8 Please verify? Thanks -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Gilph replied to Nertea's topic in KSP1 Mod Releases
@JadeOfMaar, Have you had any discussions with @RoverDude with respect to adding Orbital Logistics capability to any of the SSPXr parts? I was thinking about editing your MKS patch for the 2.5 and 3.75 station cores. I was wondering if there was any hidden difficulty? I was going to take the OL parts of the Duna Logistics module and just copy them over. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Gilph replied to Nertea's topic in KSP1 Mod Releases
A less spinny version of my USI mega hab station around Iota. 112Y of hab/home with 5 Kerbals when everything is enabled and inflated. I have four inflatables that have not been inflated yet, but with the centrifuge and fixed hab, I have 33Y currently, along with 62Y of fertilizer: -
Kerbal Space Program update 1.4 Grand Discussion thread.
Gilph replied to UomoCapra's topic in KSP1 Discussion
Hi, Loading 1.4 stock with the Directx 11 command line causes all the parts in the editor to lose their textures. They are just a gray outline. If you select them to use, they appear in the VAB OK. Fixed -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Gilph replied to Thomas P.'s topic in KSP1 Mod Releases
Hi, Using GPP and Kopernicus (latest versions), I finally got a probe to Grannus. I still experience a lot of weirdness with my solar panels: My panel output is high because I'm close to Grannus, but the tracking body says Ciro If I change the tracking body to Grannus, get a very small output, like it's tracking Ciro If I select a tracking body, it does not persist on scene changes. If I put the panel in shade from Grannus, I get a status that it's blocked by something (correct), energy flow very high (incorrect), Tracking body: Ciro (also incorrect). Will logs be needed? Thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Gilph replied to RoverDude's topic in KSP1 Mod Releases
Hi, It's been a while, but for a self sufficient base, silicon and chemical manufacturing may need up to 4 bays each, along with a lot of tankage to hold their raw resources. You will need to spend some quality time with the MKS Manufacturing section of the wiki and understand the production and consumption rates, and then you'll understand. Three refineries are better then two, but if you are slightly short on a resource production, you can always try MPLs to get that little extra production. Unless you have to make H2O, two ASMs may be way overkill. You'll find that Fertilizer consumption can be very small and produced in a much more efficient way with smaller resources. -
Thanks. These were the steps I used to make a MA plan from MFMS: Set current state Coast to a departure time that is close to the departure time in MFMS Coast to burn TA departure burn Coast to SOI (Sun) Coast to SOI (2nd body) Coast to Pe (TA equal 0) second burn from MFMS Coast to SOI (Sun) Coast to Pe of third and last body) Steps 1-5 worked really well and the burn in step 4 intercepted body 2. The burn in step 8 did not work well, even with a large range in optimizations. When I compared the state calculated in MA on step 9 with the second sun centric orbit in MFMS, it was very different. So, I thought the issue is the second burn. Are there a better set of steps to follow when I'm inside the SOI of the second body? I tried a few things like optimizing the argument of periapsis and Pe radius to match what MFMS had, but it didn't really help.
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I want to get to Duna... How?
Gilph replied to Jollyranger's topic in KSP1 Gameplay Questions and Tutorials
I had never seen the @Scarecrow tutorial, that was really well done. Unless you are trying a challenge, Duna is easiest when you have a separate lander and transport and use orbital rendezvous. The ships Spaceport uses are highly efficient and low cost. I have always approached Duna as a place where I wanted to go repeatedly. So I sent a station with a lot of surplus fuel, a lander, and a 4k deltav ferry to go back and forth between Duna and Kerbin. I would refuel the ferry in Kerbin orbit. Eventually. I would mine fuel on Ike and shuttle to the station around Duna to fuel the lander. -
If you are using mods, there are some small nukes you can use. USI Tools (or USI Core) has some small nukes that need need EU to run, but cores do not decay. Near Future Electrical has the same, but the cores decay over time. If you use NFE, make sure you have enough RTGs to maintain idle power during the trip to save core life, and then turn on the nukes to power whatever you need.
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Hi, thanks for the help. I did manage to do a 200 run plot with the parameters I wanted and got a really nice solution. The problem was, it did not seem to work when I transferred to KSP. The first leg got an intercept with Tellumo, but the second burn got me nowhere near Leto, although the magnitude of the burn should have resulted in a much larger orbit than KSP showed. It's 3 years in the future, so I'll warp to that time and play around with it some more. I was trying to debug in MA and had a question. It looks like MFMS plans the intermediate burns to happen at Pe, since burn TA is at 0. What constitutes the arrival time? Is it the SOI transition for the body or when you arrive at Pe? I was trying to determine the burn time at Tellumo and it did not seem easy to do. Thanks
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Gilph replied to Nertea's topic in KSP1 Mod Releases
My first SSPXr Station around Iota. Way more Connected Living Space friendly than my others, just have to move the batteries in the middle. -
SPACE STATIONS! Post your pictures here
Gilph replied to tsunam1's topic in KSP1 The Spacecraft Exchange
My first SSPXr station around Iota. A mega hab station. -
[1.12.x] Near Future Technologies (September 6)
Gilph replied to Nertea's topic in KSP1 Mod Releases
*sigh* Multitasking is not my strong suit, sorry. I guess I'll just remove the cfgs for now. Thanks. -
[1.12.x] Near Future Technologies (September 6)
Gilph replied to Nertea's topic in KSP1 Mod Releases
D'oh. My apologies. Updated both at the same time. Will move this to NF. Edit1: Should I move it? Was this an issue in the NF Spacecraft update or SSPXr update? -
[1.12.x] Near Future Technologies (September 6)
Gilph replied to Nertea's topic in KSP1 Mod Releases
Could it be that I have two directories: StationPartsExpansion and StationPartsExpansionRedux, each having their own Patches directory? It's only affecting the older parts. I did not do anything to the older directory, I deleted and copied the newer Redux directory in GameData only. -
[1.12.x] Near Future Technologies (September 6)
Gilph replied to Nertea's topic in KSP1 Mod Releases
Hi, Having an issue after the update. My station has TAC LS resources and I do not have TAC LS installed. Logs are here Thanks Edit1: In looking further, it's the PPD-24 parts I used in the original version (Itinerant container, and observation module). The one station that has just SSPXr parts and not the original parts is fine. -
Got it, thanks. Made a silly mistake on the UI. If the last leg is selected, the flight time bounds fields are grayed out and say N/A. I have to select the second leg and put the time bounds in.
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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
Thanks @Poodmund, means a lot coming from you. I definitely do not qualify for a flag. I used the same scanner probe for all moons in a given system and I have at least one station around a moon in all systems, but have not planted flags on all. I'll try and get a imgur album soon. I'll ping Dmagic to see if there is a Scansat issue. BTW, I just looked at the ore results for Leto...I am not happy- 7,371 replies
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I can't let @Drew Kerman have all the fun using MFMS, so I decided to try a Gael-Tellumo-Leto trip (GPP). It found a nice solution that cut 20Y from a 44Y trip, but as you would expect, I had a hyperbolic excess velocity of almost 2k at Leto arrival, which will burn a lot of deltav to get captured. I looked to try and find some ways to increase trip duration while lowering HEV, but the trip duration fields of the screen were grayed out as NA and not editable. I thought of putting things in MA and try to optimize for lower HEV, but there is no way to do that (based on some guidance you had previously shared). So how would I go about looking for the best solution in MFMS that allows me to arrive at a more reasonable speed? Thanks
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Finished visiting or scanning or landing on all bodies in GPP. My station and mining lander at Leto was tricky in that I under planned the fuel/deltav and needed to very carefully use aerobraking. If I move the remaining fuel from the station to the lander (which is not enough to fill it), I should have enough to lift more ore than I used for fuel to make the round trip. It might be close. If not, need to send fuel, which is a 40 year trip using Hohmann transfer. I also cut it really close at Leto. My first ore trip only gave me a 300 LF/OX profit, but it was enough. Took 3 trips just to get the lander filled with max fuel, and it was easy from there.
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I have probably launched close to 500 ships, only 2-3 had fairings. KSP players often set their own restrictions and rules. Many players will not launch without fairings. But, since fairings are not in the very first science node, you have to do without sometimes.
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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
Leto is now done...Finished (except for landing the Grannus probe at Gael, another 40ish years). The somewhat bad news is I'm getting the biome string issue again after I scanned Leto. Scansat reports the biome as #autolocXXXXXX (sorry, can't get the exact string at the moment) instead of the text. Maybe three biomes were not affected, but the rest are. A quick look at the .cfg file did not seem to indicate anything wrong. I thought it may have just been Scansat because MJ reports the string correctly, but when I do a stock science experiment, the bad string shows in the window. Will post some better details tonight. Wanted to give you a heads up. Thanks Edit1: I am on 1.6.1.2- 7,371 replies
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totm march 2020 So what song is stuck in your head today?
Gilph replied to SmileyTRex's topic in The Lounge
Flight of the Bumble Bee...I'm exhausted -
The Dell XPS15 has a NVidia 1050 GPU option. The 8 GB version of that would be a bare minimum that I could see someone being happy with, assuming stock planets and minimum visual mods. It would be able to support a decent level of non-visual mod load. As a laptop, it will be at least twice the price of the model you listed. As a desktop, you would be able to get something slightly better in specs for that laptop price. Edit: I see that Dell laptops with 1050 graphics are available in cheaper models. So, maybe not twice the price, but there is a cost premium for using a laptop
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As mentioned, Eve is the hardest challenge. As you did not mention how your ship was built, I'm sure it was not built to spec. The secret is to do the research on the characteristics of the body you are visiting. A few minutes of research will show you how difficult it is to land, way more difficult to take off from, and how specialized vessels have to be to accomplish it.