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Everything posted by MaxL_1023
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I just went to the reliability config and started adding a zero to every large number I found. That is much better - do I paste it as a .Cfg file?
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I am also interested in this - I am running GPP at 10.6257x so I need both RTGs and the MTBFs extended so that I can get to the Gas Giants before having everything break down. Also, would it be possible to have critical failures repairable, just by a higher-level engineer? (Level 1 could fix yellow failures, Level 3 red failures for example). Since there is no way to have spare parts (just whole duplicate components) things can get a bit out of hand on longer crewed missions.
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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 good news - I am planning to show Augustus some love! The bad news - I need to figure out a way to get a probe to Otho without having half the parts fail before it gets there. The really bad news - RTGs decay in about the time it takes to get out that far, so I am stuck using solar panels in the outer Ciro system. The not-so-bad news - I have the first ion engine unlocked, so at least I can do things at Otho without needing to pack 20 tons of LFO!- 7,371 replies
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[1.12.x] Near Future Technologies (September 6)
MaxL_1023 replied to Nertea's topic in KSP1 Mod Releases
Would it be possible to add in some late-tree small-ish (0.625m or 1.25m) reactors which have better performance than the initial unlocks? It seems like moving up the tree gets you to larger reactors, which can be way bigger than you want. RTGs can't produce enough power and the large reactors are too heavy and often overkill. -
Please tell me they remembered NOT to use Hydrogen, Kethane, Explodium, or gaseous rocket fuel of ANY kind in that thing.
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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
Why not continue making the planet pack, and if the Grannus bug can't be fixed releasing it as a stand-alone solar system? I would still try it out - I don't think there is a red-dwarf system out there yet. Anyways, I am sure the bug will be fixed eventually.- 7,371 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
Kerbalism is starting to get Kerbal - can't seem to go a week without something breaking down. High quality solar panels having critical failures 3 days after launch - must have been snacking on the job at the factory.- 7,371 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
At this point there isn't much around Grannus anyways - if planets are ever added around it then the luminosity issue would need to be fixed. Just to clarify, the visual light is fine - Ciro is bright yellow, Grannus casts a dim red glow only visible when Ciro is occluded. However, the greenhouse part was picking the wrong star for luminosity calculations. Ironically enough, it WAS selecting Ciro for distance calculations - otherwise it wouldn't have gotten the 42 watts as Grannus is ~40 AU away at its closest. Changing the luminosity of Grannus did not effect the solar panels, so something weird is definitely going on.- 7,371 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 done it - as long as their Apoapsis is above 131 kilometres you can pull some stunt flying. Most later career seem to be in very high orbits so I can still find free Kerbals.- 7,371 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
Ok - I changed the luminosity of Grannus to 1360 and it fixed the greenhouse bug - for some reason Kerbalism is using Grannus as the primary star. Maybe redder light is good for plants? The solar panel output was not affected (I am using the Kerbalism solar panels) so they are functioning correctly. I am not sure about the "stock" solar panel setup though.- 7,371 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 invention of elongated orange fuel tanks has greatly assisted the space program's progress, enabling a single-Kerbal launch to Ceti with a rocket which almost resembles a safe and effective design! Bob Kerman managed to plant a flag without blowing it up - I guess that extra training paid off. I did it single-launch style, since Kerbals don't know the meaning of the term "reduced launch mass." Also, the FASA Agena engine might be a little too good - 390s Vacuum ISP on a 1.25m chassis, and twice the thrust of a Terrier.- 7,371 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
@OhioBob @ShotgunNinja I am getting 0.721 kW with 100% exposure using the OX-2L 1x3 Solar Panels. The Greenhouse is showing 42 w/m2.- 7,371 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 solar panel bug would exactly cancel my illumination bug - I will make a fresh install later and see what comes up.- 7,371 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
As a temporary patch I will just set Grannus; Luminosity to 1360 then - I won't be out there any time soon anyways.- 7,371 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
Ok - My thermal GUI says that insolation is 0.15 and luminosity is 42 from low Gael orbit. I am also getting these Ciro .CFGs: sunAU = 13982766706 luminosity = 1360 So for some reason, the AU seems to have not been rescaled by sigma dimensions. I am in 10.6257x - shouldn't Ciro's AU be increased by this value? Also, I cheated my station to Grannus orbit at 1 AU (14 Gm based on the config) and there was no solar irradiance at all - it is only picking up Ciro. I think it is Kerbalism.- 7,371 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 using the Kerbalism mod - it has a greenhouse part which records the solar irradiance (to calculate how much artificial light it needs). In low Gael orbit, it is recording 42 w/m2 , and supplying 368 w/m2 from artificial light to reach its 410 w/m2 requirement. Basically, I need more electricity than I should due to this effect. The solar panel output seems reasonable - it is as if there is a patch in Kerbalism to compensate for the solar panel bug by reducing the irradiance by the same factor.- 7,371 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'll take a look when I get home and try and post some data relevant to the issue. Hopefully we can get the solar panel and irradiance issue fixed before my plants are convinced they are growing somewhere out near Gauss.- 7,371 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
Great - now Gael will probably have 30 km high mountains to mess up my re-entry, as opposed to the 20 km high mountains it has now.- 7,371 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
It seems like my charge rates are normal, but my Kerbalism greenhouse is saying there is only 1/30th of the expected solar insolation.- 7,371 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
Guys - for some reason my Greenhouse is only picking up 42 W/m^2 when looking at Ciro from Gael orbit - solar panel output seems fine (a little under 1 KW for each of those 3x1s). Is this a known issue? It might be related to the other bug in "stock" GPP. I can attach a config file if you want any particular one.- 7,371 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
Kerbalkind has launched its first space station: Kerbstation I! In a polar orbit of Gael, it offers incredible vistas and the odd magnetically-accelerated menagerie of subatomic particles! Now with extra batteries (courtesy of a resupply mission being launched during the next window). On the pad (I really need to research bigger fuel tanks): And in Orbit - Grannus included for scale (lol)):- 7,371 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
No thanks - the last time I read about Cryogenically frozen crew heading to a Gas giant looking for monoliths it did NOT go well.- 7,371 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 figure out how to keep a Kerbal alive (and sane) for ~10 years in a rocket capable of getting him there, I will give Augustus some love. I put a probe in orbit in my pre-kerbalism save - Augustus is useful for capturing into the Otho system and can also manage some pretty badass plane changes.- 7,371 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
Normal Gemini: Kerbal Gemini (Iota Lander Upgrade): I can't imagine what I'll need for a Ceti Mission!- 7,371 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 did have to remove Scatterer and turn down the texture resolution - before that 10x GPP would crash KSP entirely. Last night I had to play a stock install on another computer - it literally looked like a prequel or alpha-release version of the GPP-KSP (Or RSS, that is good as well) I am used to now. Not to mention that a pod, terrier, swivel, 4 thumpers and the associated fuel tanks could put Jeb on the Mun and back - good luck trying that in 10.6257x!- 7,371 replies
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