AG5BPilot Posted June 14, 2017 Share Posted June 14, 2017 I just got an "Asteroid Day" Sentinel contract for a Sentinel to look at Icarus impactor asteroids. I didn't see the orbit on the map. Hmmm. Zoom in. Zoom in some more. ARG! The orbit is closer than 500K Km from Ciro! It will take over 30,000 DV to get to that orbit. And it's gunna need a few radiators. (The final burn to circularize into the destination orbit is by itself about 20,000 DV.) It's doable, certainly (at least with NF). The challenge is to see whether It can be done for less than the ~200K that the contract pays out. Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted June 14, 2017 Share Posted June 14, 2017 (edited) 27 minutes ago, AG5BPilot said: It's doable, certainly (at least with NF). The challenge is to see whether It can be done for less than the ~200K that the contract pays out. Sunscreen. Lots and lots of sunscreen. Or maybe just go at night. Edited June 14, 2017 by CatastrophicFailure Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted June 14, 2017 Share Posted June 14, 2017 @Pinchy One more thought - if you're using solar power for ion or other advanced engines, I'd strongly recommend entering orbit retrograde around Icarus or Thalia, so that you have full solar power available during both your insertion burn and your ejection burn (if you're coming back to Gael). A standard prograde orbit will put you on the dark side of the planet during these maneuvers, neutralizing access to the abundant solar energy available when near the inner planets. Quote Link to comment Share on other sites More sharing options...
Tyko Posted June 14, 2017 Share Posted June 14, 2017 (edited) I've been playing GPP in 1.2.2 but I modified it by replacing Gael with Kerbin (heretical, I know) im thinking about starting a 1.3 career game in Stock and getting all of my LKO science and missions completed while I await GPP for 1.3. Will I still be able to swap out Gael for Kerbin in the next GPP build? Or will there be changes that will make that tougher? 2 hours ago, AG5BPilot said: It will take over 30,000 DV to get to that orbit. And it's gunna need a few radiators. (The final burn to circularize into the destination orbit is by itself about 20,000 DV.) It's doable, certainly (at least with NF). The challenge is to see whether It can be done for less than the ~200K that the contract pays out. You may want to explore doing a retrograde flyby of Tellumo or one of the gas giants as a way to bleed off speed. Edited June 14, 2017 by Tyko Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 14, 2017 Share Posted June 14, 2017 1 hour ago, Tyko said: I've been playing GPP in 1.2.2 but I modified it by replacing Gael with Kerbin (heretical, I know) im thinking about starting a 1.3 career game in Stock and getting all of my LKO science and missions completed while I await GPP for 1.3. Will I still be able to swap out Gael for Kerbin in the next GPP build? Or will there be changes that will make that tougher? I don't see why it would be harder but @JadeOfMaar is the real expert on this. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 14, 2017 Share Posted June 14, 2017 2 hours ago, Tyko said: I've been playing GPP in 1.2.2 but I modified it by replacing Gael with Kerbin (heretical, I know) Herecy! Witch! Burn the witch! Yes you can restore Kerbin the same way in the next release. Also, GPP_Secondary is coming where you can easily make GPP (just another far-off) star system if that's what you really want. And there will be new features (again ) that help keep things fresh. Quote Link to comment Share on other sites More sharing options...
Tyko Posted June 14, 2017 Share Posted June 14, 2017 2 hours ago, JadeOfMaar said: Herecy! Witch! Burn the witch! Watch it or i'll turn you into a newt! Thanks for the info! Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted June 14, 2017 Share Posted June 14, 2017 2 minutes ago, Tyko said: Watch it or i'll turn you into a newt! Thanks for the info! The next version of GPP should be 1.2.5...3 Quote Link to comment Share on other sites More sharing options...
Mondoshawan Posted June 15, 2017 Share Posted June 15, 2017 Hey Don't know if this is the right topic, but I want to say that this mod is great. It is fun to use this mod. Thank you. Quote Link to comment Share on other sites More sharing options...
Pinchy Posted June 15, 2017 Share Posted June 15, 2017 20 hours ago, Tyko said: @Pinchy a little more background on how I achieved Thalia and back without ISRU...found a pic of the ship. Front to back you've got NF command, Lab, PorkJet inflatable hab, USI-LS cans, docking facilities with USI-LS greenhouses above and below. The neck section with the reaction wheels, RCS and Senior docking ports - the craft was launched in two pieces and unfueled. The pieces were mated in orbit. Behind that you have a lot of liquid fuel, the 5m main tank plus the two conical tanks held ~25000 units of LF. The little red tanks were for spare LFO for landers (I left them empty for the Thalia trip). PorkJet's lightbulb engine has a vacuum ISP of 1500 giving the ship ~14000 d/v. This was more than enough to complete a round trip to Thalia. It was overbuilt because this ship was built to go just about anywhere in the solar system. Let me know if you need more ship design help. Feel free to PM me if you want. TJ Hi @Tyko. this is a great example - and perfect for what I am looking for. I don't have Porkjet's mod I don't think - this doesn't come as packaged or recommended as part of the Galileo pack - so in the interests of stability I didn't install much other enhancements/mods - other than chatter/re-entry particle effect/and x-science - so yours is the 2nd comment around porkjets mod - so I need to look for this one and install. Thanks for the heads-up tho and a ship with ~14000 DV. This is only in my dreams to have a ship this big with enough TWR ratio to get into LGO @Galileo @JadeOfMaar - I think I have found a small bug with one of the alternative launch sites from KSC main. Southern Site - the runway is bugged out from the launch position as the plane seems to spawn under the runway and doesn't allow you to move without exploding into nothing..... Also did you have any other thoughts on the previous "feature" i mentioned with splashing down into the sea and the craft is just static and seems to no longer bob around? one further question with regards to transfer planner? When I plot a transfer from Gael to anywhere I get my window, but the launch window is always days before my angles align. I always have to wait another 10 days or so before my intercept angles align before the optimal launch? Is this something that is only unique to me, or am I doing something wrong? Quote Link to comment Share on other sites More sharing options...
Pinchy Posted June 15, 2017 Share Posted June 15, 2017 @Tyko - Spending a good amount of time trying to find out more on Porkjets mods. I know you know all of this but looks like he was originally part of squad but his parts never made it into general stock KSP, and has since long gone. Looks like some of his mods were taken over by Tokamok but again looks like the parts have fallen into none supportable parts as they have not been updated since September 2016 and the "atomic mod" looks like it doesn't even exist anymore? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 15, 2017 Share Posted June 15, 2017 @Pinchy I will look into the KSC Switcher issue between today and tomorrow, but I can't promise any answer on the ocean thing. Porkjet's nuclear parts are called Atomic Age and are still on SpaceDock. I think it has quite a permissive license too as the same habitat part in @Tyko's ship is in Ven's Stock Part Revamp. Atomic Age is not in GPP's recommendations because I wasn't fully aware yet that Porkjet's parts are transcendent. Also with the size of GPP I'm trying to encourage people to use new, fancy things optimized for getting around beyond the likes of Eeloo's orbit. Now that I think of it, it would be nice to see (if possible) nuclear jets sailing in Niven's skies. Quote Link to comment Share on other sites More sharing options...
Pinchy Posted June 15, 2017 Share Posted June 15, 2017 14 minutes ago, JadeOfMaar said: @Pinchy I will look into the KSC Switcher issue between today and tomorrow, but I can't promise any answer on the ocean thing. Porkjet's nuclear parts are called Atomic Age and are still on SpaceDock. I think it has quite a permissive license too as the same habitat part in @Tyko's ship is in Ven's Stock Part Revamp. Atomic Age is not in GPP's recommendations because I wasn't fully aware yet that Porkjet's parts are transcendent. Also with the size of GPP I'm trying to encourage people to use new, fancy things optimized for getting around beyond the likes of Eeloo's orbit. Now that I think of it, it would be nice to see (if possible) nuclear jets sailing in Niven's skies. Thanks @JadeOfMaar for looking into the bug fix for KSC switcher. I noticed in the previous version of the mod as well, but assumed it may have just been a quirk with my installation - as it is also present in this version - then assume it is now a bonafide bug :). Thanks for both links - I will look tonight. Really hesitant to install anything else in my current install - as I now have a really stable installation but may take a backup and install these. WRT to Ven's stock part revamp - do you (or anyone else know) if this will break any of my ships in flight or those currently saved in the VAB/SPH or will it just replace the parts and load up with the right parts on switching to those vessels and not give me any "x part missing unable to load" type message? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 15, 2017 Share Posted June 15, 2017 @Pinchy Ven's adds a bunch of new parts and new modules to some parts and has a small risk of making ships in flight look awkward. But I think you're safe. It's when you get accustomed to Ven's and its new parts that you're at risk of breaking ships when you remove it, or forget to reinstall it. Quote Link to comment Share on other sites More sharing options...
Tyko Posted June 15, 2017 Share Posted June 15, 2017 1 hour ago, JadeOfMaar said: @Pinchy I will look into the KSC Switcher issue between today and tomorrow, but I can't promise any answer on the ocean thing. Porkjet's nuclear parts are called Atomic Age and are still on SpaceDock. I think it has quite a permissive license too as the same habitat part in @Tyko's ship is in Ven's Stock Part Revamp. Atomic Age is not in GPP's recommendations because I wasn't fully aware yet that Porkjet's parts are transcendent. Also with the size of GPP I'm trying to encourage people to use new, fancy things optimized for getting around beyond the likes of Eeloo's orbit. Now that I think of it, it would be nice to see (if possible) nuclear jets sailing in Niven's skies. "Transcendent" ..that's a great way to describe it Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted June 15, 2017 Share Posted June 15, 2017 So I'm approaching the final nodes of the tech tree in my modded 10.6x GPP career. For planning purposes, I decided to calculate delta V requirements. This was a mistake. To make it to the surface of Thalia in 10.6x, it costs about 25 km/s of delta v. If you actually want to bring the ship back to Gael, then it's around 35 km/s needed. [Gulp] Ok, difficult but not impossible. After perusing the delta V chart, it looks like Icarus is the worst case for a vacuum world. And it's... around 40 km/s for a one way trip. If the ship comes home, then we're looking at 65 to 70 km/s. The longest unrefueled leg for this trip, consisting of Gael ejection and Icarus insertion, is in the vicinity of 26-27 km/s. Oy. Let's see... how much science does it take to unlock the Karborundum parts again? :-) Quote Link to comment Share on other sites More sharing options...
Spacetime_Changer Posted June 15, 2017 Share Posted June 15, 2017 (edited) Heya, I had a problem with GPP, causing gas giants to have a thick white atmosphere; So I made a clean build of KSP and thanks to a lucky guess, I found out that Scatterer is the cause, so I played around with the configs and repaired it to this state: Which, however, made red Gael-like sunsets on each one If anyone is interested in the configs (GameData\GPP\GPP_Scatterer\Planets\[Planet Name]\atmo.cfg): Nero: Spoiler Scatterer_atmosphere { author = Galileo Nero { displayInterpolatedVariables = True experimentalAtmoScale = 1 mapExtinctionMultiplier = 0.800000012 mapExtinctionTint = 0.800000012 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.00499999989 mapSkyRimExposure = 0.0299999993 cloudColorMultiplier = 3.5 cloudScatteringMultiplier = 0.400000006 cloudSkyIrradianceMultiplier = 0.00499999989 volumetricsColorMultiplier = 1 mapAlphaGlobal = 0.600000024 Rg = 5000000 Rt = 5073530 RL = 5078528 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 45 specB = 30 shininess = Infinity assetPath = GPP/GPP_Scatterer/Planets/Nero/Atmo configPoints { Item { altitude = 1000 skyAlpha = 0.800000012 skyExposure = 1 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.800000012 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.800000012 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.800000012 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.800000012 skyExposure = 0.0500000007 skyRimExposure = 0.0299999993 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } } } } Gauss: Spoiler Scatterer_atmosphere { author = Galileo Gauss { displayInterpolatedVariables = True experimentalAtmoScale = 2.4000001 mapExtinctionMultiplier = 2 mapExtinctionTint = 0 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1.5 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 1 mapSkyRimExposure = 0.0399999991 cloudColorMultiplier = 1.5 cloudScatteringMultiplier = 0.119999997 cloudSkyIrradianceMultiplier = 0.0179999992 volumetricsColorMultiplier = 11 mapAlphaGlobal = 1 Rg = 2500000 Rt = 2535377 RL = 2535967 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = Infinity assetPath = GPP/GPP_Scatterer/Planets/Gauss/Atmo configPoints { Item { altitude = 200 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.0799999982 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = -0.0120000001 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 1000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 0.5 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.5 skyExposure = 0.0799999982 skyRimExposure = 0.0799999982 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 0 _extinctionScatterIntensity = 1 } } } } Otho: Spoiler Scatterer_atmosphere { author = Galileo Otho { displayInterpolatedVariables = True experimentalAtmoScale = 2.20000005 mapExtinctionMultiplier = 2 mapExtinctionTint = 0 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.200000003 mapSkyRimExposure = 0.100000001 cloudColorMultiplier = 2.5 cloudScatteringMultiplier = 0.150000006 cloudSkyIrradianceMultiplier = 0.0199999996 volumetricsColorMultiplier = 1 mapAlphaGlobal = 0.5 Rg = 3500000 Rt = 3551471.25 RL = 3554968.75 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 45 specB = 40 shininess = Infinity assetPath = GPP/GPP_Scatterer/Planets/Otho/Atmo configPoints { Item { altitude = 1000 skyAlpha = 1 skyExposure = 10 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 7 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1.10000002 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1.10000002 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0.5 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1.10000002 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0.5 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.0500000007 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 0.5 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } } } } (The effects were mainly by cloudColorMultiplier, cloudScatteringMultiplier and cloudSkyIrradianceMultiplier) KSP v1.2.2.1622 GPP v1.2.3 Scatterer v0.0300 Edited June 15, 2017 by Spacetime_Changer Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted June 15, 2017 Share Posted June 15, 2017 1 hour ago, Norcalplanner said: For planning purposes, I decided to calculate delta V requirements. This was a mistake. That guy who does FlybyFinder seriously needs to do versions for upscale GPP systems. Oy. There's got to be an easier way of getting to the self-cooking worlds. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 15, 2017 Share Posted June 15, 2017 3 minutes ago, Spacetime_Changer said: Heya, I had a problem with GPP, causing gas giants to have a thick white atmosphere; It's quite rare (if this isn't the first time) that someone's posted of this kind of problem. In any case, patches are welcome. Just now, CatastrophicFailure said: There's got to be an easier way of getting to the self-cooking worlds. Coming from you this is too amusing to hold a straight face at. Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted June 15, 2017 Share Posted June 15, 2017 2 minutes ago, CatastrophicFailure said: That guy who does FlybyFinder seriously needs to do versions for upscale GPP systems. Oy. There's got to be an easier way of getting to the self-cooking worlds. I'm sure there's a better way using gravity assists, but I'm actually thinking about manned craft. With life support. Multi-year gravity assist shenanigans probably aren't the best idea when the LS clock is ticking. Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted June 15, 2017 Share Posted June 15, 2017 7 minutes ago, Norcalplanner said: I'm sure there's a better way using gravity assists, but I'm actually thinking about manned craft. With life support. Multi-year gravity assist shenanigans probably aren't the best idea when the LS clock is ticking. That Kerbal cryo-tubes mod. Bring on the meat popsicles and reasonable DV numbers! Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 15, 2017 Author Share Posted June 15, 2017 (edited) 23 minutes ago, Spacetime_Changer said: Heya, I had a problem with GPP, causing gas giants to have a thick white atmosphere; So I made a clean build of KSP and thanks to a lucky guess, I found out that Scatterer is the cause, so I played around with the configs and repaired it to this state: Which, however, made red Gael-like sunsets on each one If anyone is interested in the configs (GameData\GPP\GPP_Scatterer\Planets\[Planet Name]\atmo.cfg): Nero: Reveal hidden contents Scatterer_atmosphere { author = Galileo Nero { displayInterpolatedVariables = True experimentalAtmoScale = 1 mapExtinctionMultiplier = 0.800000012 mapExtinctionTint = 0.800000012 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.00499999989 mapSkyRimExposure = 0.0299999993 cloudColorMultiplier = 3.5 cloudScatteringMultiplier = 0.400000006 cloudSkyIrradianceMultiplier = 0.00499999989 volumetricsColorMultiplier = 1 mapAlphaGlobal = 0.600000024 Rg = 5000000 Rt = 5073530 RL = 5078528 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 45 specB = 30 shininess = Infinity assetPath = GPP/GPP_Scatterer/Planets/Nero/Atmo configPoints { Item { altitude = 1000 skyAlpha = 0.800000012 skyExposure = 1 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.800000012 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.800000012 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.800000012 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.800000012 skyExposure = 0.0500000007 skyRimExposure = 0.0299999993 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } } } } Gauss: Reveal hidden contents Scatterer_atmosphere { author = Galileo Gauss { displayInterpolatedVariables = True experimentalAtmoScale = 2.4000001 mapExtinctionMultiplier = 2 mapExtinctionTint = 0 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1.5 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 1 mapSkyRimExposure = 0.0399999991 cloudColorMultiplier = 1.5 cloudScatteringMultiplier = 0.119999997 cloudSkyIrradianceMultiplier = 0.0179999992 volumetricsColorMultiplier = 11 mapAlphaGlobal = 1 Rg = 2500000 Rt = 2535377 RL = 2535967 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = Infinity assetPath = GPP/GPP_Scatterer/Planets/Gauss/Atmo configPoints { Item { altitude = 200 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.0799999982 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = -0.0120000001 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 1000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.5 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 0.5 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.5 skyExposure = 0.0799999982 skyRimExposure = 0.0799999982 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 0 _extinctionScatterIntensity = 1 } } } } Otho: Reveal hidden contents Scatterer_atmosphere { author = Galileo Otho { displayInterpolatedVariables = True experimentalAtmoScale = 2.20000005 mapExtinctionMultiplier = 2 mapExtinctionTint = 0 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 mapExposure = 0.200000003 mapSkyRimExposure = 0.100000001 cloudColorMultiplier = 2.5 cloudScatteringMultiplier = 0.150000006 cloudSkyIrradianceMultiplier = 0.0199999996 volumetricsColorMultiplier = 1 mapAlphaGlobal = 0.5 Rg = 3500000 Rt = 3551471.25 RL = 3554968.75 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 45 specB = 40 shininess = Infinity assetPath = GPP/GPP_Scatterer/Planets/Otho/Atmo configPoints { Item { altitude = 1000 skyAlpha = 1 skyExposure = 10 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 7 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1.10000002 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1.10000002 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0.5 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1.10000002 skyExtinctionTint = 2 skyextinctionRimFade = 1 skyextinctionGroundFade = 0.5 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 0.5 skyExposure = 0.200000003 skyRimExposure = 0.0500000007 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 2 skyExtinctionTint = 0 skyextinctionRimFade = 1 skyextinctionGroundFade = 0.5 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 10 _extinctionScatterIntensity = 1 } } } } (The effects were mainly by cloudColorMultiplier, cloudScatteringMultiplier and cloudSkyIrradianceMultiplier) KSP v1.2.2.1622 GPP v1.2.3 Scatterer v0.0300 I disable eve integration for a reason. It doesn't just mess up gas giants. a fix is forthcoming from scatterer. Until I recommend you turn it back off, or just don't report things like this as a bug if you are going to change the settings. I also suggest you remove the configs because I don't want to deal with complaints from others that decide to use them because like I said, it breaks more than just gas giants Edited June 15, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted June 15, 2017 Share Posted June 15, 2017 38 minutes ago, CatastrophicFailure said: That Kerbal cryo-tubes mod. Bring on the meat popsicles and reasonable DV numbers! I've never used Deep Freeze. This may be the time to check it out. Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted June 15, 2017 Share Posted June 15, 2017 3 minutes ago, Norcalplanner said: I've never used Deep Freeze. This may be the time to check it out. Frozen soundtrack completely optional. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted June 16, 2017 Share Posted June 16, 2017 So what's the other habitable planet in this pack? Is it Telemuno? Quote Link to comment Share on other sites More sharing options...
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