MaxL_1023 Posted November 29, 2016 Share Posted November 29, 2016 I am used to RO, where I can make fuel tanks 50m wide and they cost 25 cents per ton. Without realfuels and RO the part selection is a bit sketchier, especially with tweakscale only working for some tanks and engines and the main stock engines not easily clusterable. And, due to a bug in mechjeb I have no clue how much delta-v my rocket has because it doesn't seem to believe that dropped stages will be removed from the rocket. This will be interesting - trying a launch now. Only 6840 tons - nothing too unusual for the equivalent of a mars mission. Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 29, 2016 Share Posted November 29, 2016 (edited) And I was at about 3 KM/s short of getting what needed to get there to Niven. I am going to test and see how much delta-v it takes to get into Niven orbit - I packed 8800 m/s for some reason and I think that is excessive. Also, most of Niven is 30km high now. Time to edit sigma lol Edited November 29, 2016 by MaxL_1023 Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted November 29, 2016 Share Posted November 29, 2016 Ive not even gotten off Gael yet and I'm loving what I see. Its like a new game, thank you for this awesome work Galileo. I do have one inquiry. The saturation levels seem a little on the low side for my taste. I feel the sun lit side of this space craft should be brighter. Unless maybe this is something wrong on my end? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 29, 2016 Share Posted November 29, 2016 (edited) @Motokid600 The dimness is on purpose to an extent. Ciro is 1/3 the radius of stock Sun. Edited November 29, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 29, 2016 Share Posted November 29, 2016 The good news: I made it to Niven after trimming my lander - only needed a 4000 ton rocket! The bad news: I landed in a lake. (I forgot to update to 1.02, also I forgot that flags don't work when wet. Everything else is fine though). The sketchy news: My map view insists I am onshore, which fooled me the entire way down. It turns out...the lake was a lie. (Shoot me into the sun) Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted November 29, 2016 Share Posted November 29, 2016 1 hour ago, Motokid600 said: Ive not even gotten off Gael yet and I'm loving what I see. Its like a new game, thank you for this awesome work Galileo. I do have one inquiry. The saturation levels seem a little on the low side for my taste. I feel the sun lit side of this space craft should be brighter. Unless maybe this is something wrong on my end? What JadeOfMaar said, plus, on page two of this thread, there's a tip for brightening things up a bit (scroll up a few posts from the one linked below and you'll find where you need to make the config changes): I set mine to .75. It's still dimmer than Kerbol, but bright enough that I don't feel like I'm in perpetual twilight. Quote Link to comment Share on other sites More sharing options...
ArkaelDren Posted November 29, 2016 Share Posted November 29, 2016 Only one issue, not having our home planet called Kerbin, isn't right. Sorry but that's just my opinion. Other than that, this is the best pack I have used. Quote Link to comment Share on other sites More sharing options...
Nobody6 Posted November 29, 2016 Share Posted November 29, 2016 7 hours ago, MaxxQ said: What JadeOfMaar said, plus, on page two of this thread, there's a tip for brightening things up a bit (scroll up a few posts from the one linked below and you'll find where you need to make the config changes): I set mine to .75. It's still dimmer than Kerbol, but bright enough that I don't feel like I'm in perpetual twilight. On a side note: Does that effect the output of solar panels? Do they even get their rated output in Gael orbit, or do they produce only 1/3 of that (proportional to brightness)? Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted November 29, 2016 Share Posted November 29, 2016 10 minutes ago, Nobody6 said: On a side note: Does that effect the output of solar panels? Do they even get their rated output in Gael orbit, or do they produce only 1/3 of that (proportional to brightness)? <shrug> Don't know. I always put a ton of solar panels on my ships anyway, as well as a lot of batteries. I like overengineering Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted November 29, 2016 Share Posted November 29, 2016 35 minutes ago, MaxxQ said: I like overengineering Over engineering? Not possible!!! Quote Link to comment Share on other sites More sharing options...
SpaceColonist Posted November 29, 2016 Share Posted November 29, 2016 (edited) I have to report a 'slight' problem. When I try to install GPP (v 1.0.2 on KSP 1.2.1, windows version), I still see the stock planets, but none of the GPP ones. GameData Screenshot: https://drive.google.com/open?id=0B3vECEki9gEicmFKWHVWaUMyZXc if needed, output.log:https://drive.google.com/open?id=0B3vECEki9gEiQ1V1Tzk4TjR1d00 KSP.log:https://drive.google.com/open?id=0B3vECEki9gEiWHB6b1FyeDFCNkk can anyone help me here? Edited November 29, 2016 by SpaceColonist missing data Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 29, 2016 Author Share Posted November 29, 2016 (edited) 19 minutes ago, SpaceColonist said: I have to report a 'slight' problem. When I try to install GPP (v 1.0.2 on KSP 1.2.1, windows version), I still see the stock planets, but none of the GPP ones. GameData Screenshot: https://drive.google.com/open?id=0B3vECEki9gEicmFKWHVWaUMyZXc if needed, output.log:https://drive.google.com/open?id=0B3vECEki9gEiQ1V1Tzk4TjR1d00 KSP.log:https://drive.google.com/open?id=0B3vECEki9gEiWHB6b1FyeDFCNkk can anyone help me here? You are not on the latest KSP. you are using Kerbal Space Program - 1.2.0.1586 Edited November 29, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
SpaceColonist Posted November 29, 2016 Share Posted November 29, 2016 (edited) Thanks! Fixed it for me. Edited November 29, 2016 by SpaceColonist now to building Tellumo Planes. I have a strong feeling that eve planes will be working very well Quote Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted November 29, 2016 Share Posted November 29, 2016 So many pretty views possible! http://imgur.com/a/6gWlF I had to change Lili's gravity to .06 from .006, otherwise it flings you away if you don't use harpoons or grappling hooks... (due to the sheer speed it has to spin due to being tidally locked so near to Tellumo?) It's like Inaccessible from the Kragathea's old planetmaking mod, spinning too fast to realistically hold itself together. ... Or at least I think so. COULD it hold itself together? I don't like having to change the gravity, but I'm afraid of turning off tidal locking - I saw no setting for rotation speed, so I didn't just turn it off. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted November 29, 2016 Share Posted November 29, 2016 (edited) 14 hours ago, MaxxQ said: What JadeOfMaar said, plus, on page two of this thread, there's a tip for brightening things up a bit (scroll up a few posts from the one linked below and you'll find where you need to make the config changes): I set mine to .75. It's still dimmer than Kerbol, but bright enough that I don't feel like I'm in perpetual twilight. Thanks. Ill check that out. Edited November 29, 2016 by Motokid600 Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 29, 2016 Share Posted November 29, 2016 59 minutes ago, TheUnamusedFox said: So many pretty views possible! http://imgur.com/a/6gWlF I had to change Lili's gravity to .06 from .006, otherwise it flings you away if you don't use harpoons or grappling hooks... (due to the sheer speed it has to spin due to being tidally locked so near to Tellumo?) It's like Inaccessible from the Kragathea's old planetmaking mod, spinning too fast to realistically hold itself together. ... Or at least I think so. COULD it hold itself together? I don't like having to change the gravity, but I'm afraid of turning off tidal locking - I saw no setting for rotation speed, so I didn't just turn it off. Lili is small enough to be held together by the tensile strength of its material as long as it is a soild rock or metal - it can't be ice due to its distance from Ciro. Usually, bodies smaller than a few tens of kilometers are not that vulnerable to roche-limit disruption and are almost always super-rotating as their orbital velocity is so low. Usually, if it is large enough to be spherical, it will not hold together when super-rotating. Lili is smaller than that - I think even in RSS it would be under 100km wide. Quote Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted November 29, 2016 Share Posted November 29, 2016 1 minute ago, MaxL_1023 said: Lili is small enough to be held together by the tensile strength of its material as long as it is a soild rock or metal - it can't be ice due to its distance from Ciro. Usually, bodies smaller than a few tens of kilometers are not that vulnerable to roche-limit disruption and are almost always super-rotating as their orbital velocity is so low. Usually, if it is large enough to be spherical, it will not hold together when super-rotating. Lili is smaller than that - I think even in RSS it would be under 100km wide. Ah, thanks, I was wondering if it could be something similar to that. But isn't Lili just a lump of accreted ring material? It's description is kind of uncertain - either remnants of a body or one forming from the ring. I wouldn't think a lump of dust could hold itself together at that kind of rotational speed, or am I missing something important? Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 29, 2016 Share Posted November 29, 2016 (edited) 22 minutes ago, TheUnamusedFox said: Ah, thanks, I was wondering if it could be something similar to that. But isn't Lili just a lump of accreted ring material? It's description is kind of uncertain - either remnants of a body or one forming from the ring. I wouldn't think a lump of dust could hold itself together at that kind of rotational speed, or am I missing something important? It is more likely that the rings were formed by material blasted off a proto-Lili which was somewhat larger than the current body. The gaps and ring structure would then be maintained by orbital resonances. It is also possible that Denser material in the rings accreted into Lili, while less dense material remained dispersed. The Roche limit depends on the material density - metal could accrete closer to Tellumo than rock, which would do so closer than ice. Tellumo should be inside of the snow line, so the most likely solution is Lili first, large impact, then rings formed from the ejecta. The ice dynamics you see with Saturn require a colder environment. Lili's super-rotation does suggest a violent past - it is difficult to spin up that much on your own. Edited November 29, 2016 by MaxL_1023 Quote Link to comment Share on other sites More sharing options...
Tyko Posted November 30, 2016 Share Posted November 30, 2016 Are the rings of Tellumo actually a navigation hazard? I tried cheating some ships into orbit and flying around the rings and couldn't figure out how to interact with them. Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 30, 2016 Share Posted November 30, 2016 RIngs are not "solid" in KSP - you can't interact with them atm. Quote Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted November 30, 2016 Share Posted November 30, 2016 53 minutes ago, MaxL_1023 said: It is more likely that the rings were formed by material blasted off a proto-Lili which was somewhat larger than the current body. The gaps and ring structure would then be maintained by orbital resonances. It is also possible that Denser material in the rings accreted into Lili, while less dense material remained dispersed. The Roche limit depends on the material density - metal could accrete closer to Tellumo than rock, which would do so closer than ice. Tellumo should be inside of the snow line, so the most likely solution is Lili first, large impact, then rings formed from the ejecta. The ice dynamics you see with Saturn require a colder environment. Lili's super-rotation does suggest a violent past - it is difficult to spin up that much on your own. Huh, interesting. Well, regardless of it being realistically possible, unfortunately something like that isn't really playable in ksp currently - Using KAS harpoons to stay attached caused me massive lag due to repeated detach/reattaching to the surface, and upon timewarping/stopping timewarp, the winches all ripped off... Now that I know it's actually feasible it's an interesting body, but I'm still going to have to edit the thing so that a base can stay on the surface without horrible lag and bugs. I'm going to play around with disabling its tidal locking and try to make it rotate slowly, if I| can find a setting for that... Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 30, 2016 Share Posted November 30, 2016 You can go into Lili's cfg file (It is inside the Tellumo folder) and set "tidallylocked" to false. You can replace that one line with this: rotates = true rotationPeriod = Some Number longer than it's current orbital period tidallyLocked = false initialRotation = 0 If you set the rotationPeriod long enough it should hold on to your bases. I am not sure if it is stable with no rotation at all - to be pseudo-scientific I would set it to an integer multiple of its period, say a 1-4 spin-orbit resonance. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted November 30, 2016 Share Posted November 30, 2016 (edited) 11 hours ago, Nobody6 said: On a side note: Does that effect the output of solar panels? Do they even get their rated output in Gael orbit, or do they produce only 1/3 of that (proportional to brightness)? The energy output of solar panels should be the same as in the stock game. Although Ciro is much smaller in diameter than the stock sun, it has the same luminosity (or at least it should have). It's smaller only because the stock sun is way bigger than it should be in relation to the other bodies. Ciro's proportions are much more lifelike. Edited November 30, 2016 by OhioBob Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted November 30, 2016 Share Posted November 30, 2016 Loving this mod! Just started a Sigma Dimensions GPP career on Sunday, just finished a flyby of Iota, and am now planning to scan that moon, to be followed by unmanned landings. Once everything is verified safe and feasible for Kerbalkind, we'll be sending some grizzled veterans to check it out. Here's a shot of my SCANSat / lander combo heading up. Running 3.2x scale, 0.4 on the terrain ( results in 1.28x standard), no changes to atmo or clouds, and increased Ciro's brightness slightly to 0.6. Also running 71 other mods, including some I haven't used before or haven't used in a long time, like TAC-LS. I'm really enjoying that feeling of discovery again, which I haven't had in quite a while. Well done, Galileo and Co.! Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 30, 2016 Share Posted November 30, 2016 (edited) I am sending probes to Tellumo in a 10x career - I had to cheat on the funds to afford the rocket. The contract wanted 3 landers plus a do-everything orbiter, and I needed the Oversize Signals Intelligence System just to have enough transmitter power (lol). Add in the requirement for 6 km/s of delta-v to enter a decent orbit (good luck aerobraking at 20 km/s) and I ended up with an 11,000 ton rocket. Niven is about the largest body I can land a Kerbal on I think - Gratian might be too much to manage with a single launch. Edited November 30, 2016 by MaxL_1023 Quote Link to comment Share on other sites More sharing options...
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