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Everything posted by MaxL_1023
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I don't have scatterer installed lol.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
The CPU usage is showing as about 40%, with the memory at 95%. I think memory is the first problem, CPU is second.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I am going to try and prune them down - I am sick and tired of KSP using more than 6 GB of ram. Also, does upscaling the system increase RAM requirements?- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I can't really afford one atm, but later in the year I should be able to. I think another problem is a couple part mods - a lot of parts I thought I deleted must have found their way back in when I updated the mods. FASA is a big offender - I only want 3 or 4 parts from it.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
Intel Quad-Core Q9400. I think my problem might be hard disk data transfer - windows flags that as being pretty bad.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I am getting rid of EVE - it might make a difference. What else uses a lot of memory besides parts?- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I have 8gb ram - its my rig. GPP uses more than 90% of my memory, so I am definitely getting swapping related lag.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
When I try to take a screenshot it comes close to crashing my computer.- 7,373 replies
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That sounds good. Magnetic fields could then be optimized to block everything except neutrons, potentially even trapping plasma in a bubble to stop high-frequency photons (as plasma is somewhat opaque to these AFAIK). I would also like to see water and supplies potentially having some shielding effects, and possibly even a "storm shelter" part which mitigates the effects of radiation belts and solar storms (basically provides shielding over 90%) but is heavy and expensive.
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One thing I notice with the Geiger counter is that it clips too far into some parts - you end up not being able to see it at all in some positions. Besides that, I think I fixed my radiation issues - I increased the death threshold to 100 (with warnings at 25 and 50), plus I decreased degeneration and increased the efficiency of maximum shielding. I figure that if I am putting 2 or 3 tons of lead around my ships plus a magnetic field, my Kerbals shouldn't die of radiation poisoning. Would it be possible to have different types of radiation, such as Alpha/Beta/Gamma/Solar Wind? Different types of shielding could then block different types of radiation, which have different abundances depending on where you are.
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Stock tank balance
MaxL_1023 replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
One way to balance command pods would be a fixed mass per Kerbal, plus a flat mass based on the pod size to the power of ~2.3 (compromise between surface area and volume). Change this exponent by + 0.2 if it is designed for re-entry, and another +0.1 if it has control electronics. The crew cabins would then be the lightest, as they would just be Kerbal Seating + Structure. Next are lander cans, which add the control mass bonus. Finally would be pods, which add re-entry strength. I would put cockpits in the same class as pods - they need to be structurally strong to withstand aerodynamic forces. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
Grannus could just be made a bit smaller - an 0.08 solar-mass red dwarf can conceivably have a surface temperature under 2000K based on most stellar evolution models. It wouldn't change its SOI that much, and while its luminosity would be lower it wouldn't affect anything in the Ciro system significantly. 0.46 solar mass stars (about what Grannus has now) is approaching spectral class K - these stars are not fully convective, undergo expansion into red giants and live less than a Trillion years. They are not really "red dwarfs" in the truest sense. In fact, Grannus is almost large enough to eventually fuse helium. It is not really that much different from Ciro thermodynamically.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
Honestly you could make an argument for solar panels not working at Grannus at all without going too far out of universe. Kerbal solar panels could be made out of a material with a bandgap greater than the energy of most of Grannus' output, so while Ciro's yellow light knocks electrons off the "silikon" atoms the red and infrared which dominates Grannus' spectrum just heats them up. Grannus' visual appearance is more like an L-dwarf anyways - it is WAY too red for its temperature. I just set luminosity at Grannus to 1360 and everything is fine - really it is not that insane to have higher-than expected luminosity for solar panels considering a) that Grannus is pretty big and b) most ships which get there are using RTGs or nukes anyways, since good luck getting power for anything during the trip out there. Here is a color temperature chart I found: Grannus looks like it is under 2000 kelvins - that is brown dwarf territory.- 7,373 replies
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Is there a way to edit the radiation tolerance of Kerbals? It's hard to keep them alive in 10x scale without about 10 tons of shielding plus 10 tons of active shields.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I thought Grannus has asteroids orbiting it? Contract: Capture a Class E asteroid in orbit of Grannus, and land it on Gael. Reward: All the funds- 7,373 replies
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The Astronomers of Gael: Blind GPP at 3.2x Scale
MaxL_1023 replied to Starman4308's topic in KSP1 Mission Reports
You can get beautiful views of any hypothetical close-in planetary bodies by sending a telescope to Iota or Ceti - Gael will eclipse Ciro and its angular diameter will be small enough not to block anything else.- 52 replies
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If you can, try using pods that can offset their center of mass. This lets you do a lifting re-entry, which reduces G-forces while allowing you to use a slightly steeper trajectory through the uppermost atmosphere.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
In a shocking report, Maxtech Aerospace has ejected their chief Quartermaster from Gael's SOI, citing a failure to convert the water storage requirements from kallons to cubic Kerbals. At shareholder expense, a 20-ton resupply vessel was dispatched to rendezvous with NIPPER, carrying enough water to hopefully prevent the four intrepid astronauts from having to distill their urine using waste heat from the radiators. NIPPER continues its spiral ejection burn, slowly lagging its way out of LGO on its way to trans-Niven Injection.- 7,373 replies
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Time for more lag-time shenanigans. Never again will I build a vessel with more than 3 parts - i'll just stick a mk. 1 command pod onto a fuel tank the size of a small mun with an engine tweakscaled up by 6 orders of magnitude.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
MaxL_1023 replied to NecroBones's topic in KSP1 Mod Releases
Would it be possible to get a somewhat larger radial decoupler? The triple-packed is sized perfectly for 5m parts, but is a little small when you want 7.5m or especially 10m radial boosters. Also, could there be a larger Vacuum engine than the Penguin? It's undersized for second stage duties on 10m stacks - the dual and quad penguins waste a lot of space and don't fit well. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I wish I could afford a beefy computer on a Graduate Student Stipend - right now I have to settle for the computational equivalent of canned navy beans. On the bright side, I can eventually get things done - my GPU and CPU are fine, its just memory and swapping speed which induces FPS drops. KSP is the only program I have ever seen where it can be using 8% of the CPU and 97% of the volatile memory.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
That is about how my computer performs when its running KSP.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
Table flipping is a rage meme AFAIK - am I out of touch in my old age/nerdiness?- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
If the jokes are that bad you can petition a mod to ban me from the thread.- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I've been trying to get my ship to Niven for 2 days now - I spend about 90 minutes doing perigael kicks of 150 m/s or so, at such extreme lag that the throttle only works in 25% increments. The chief design engineer at Maxtech Aerospace has been sacked - he tried to cite PEBKAC as the underlying cause - not a good idea when speaking to upper management. 36 Ion engines was deemed excessive - the reactor was only designed to run 12 at a time. In addition, the water recyclers only produce club soda - seems like the intakes got cross-connected with the CO2 scrubbers!- 7,373 replies
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