OhioBob Posted December 17, 2017 Share Posted December 17, 2017 Iota's orbital/rotation period should be 495,456.27 seconds. Quote Link to comment Share on other sites More sharing options...
eddiew Posted December 17, 2017 Share Posted December 17, 2017 (edited) 49 minutes ago, OhioBob said: Iota's orbital/rotation period should be 495,456.27 seconds. And in old money... 495456.27 / 60 = 8274.2711666666666666666666666667 minutes 8274.27116666 / 60 = 137.90451944444444444444444444444 hours 137.904519444 / 6 = 22.984086574074074074074074074074 days ...22 days, 5.9045194444444444444444444444444 hours ...22 days, 5 hours, 54.27 minutes ...22 days, 5 hours, 54 minutes, 16.27 seconds Holy crap I got the right decimal on the end Not what it says in game though... it's very close to 22:5:37... Unless having a 0.001 eccentricity is knackering my numbers? Edited December 17, 2017 by eddiew Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 18, 2017 Share Posted December 18, 2017 8 hours ago, eddiew said: 495456.27 / 60 = 8274.2711666666666666666666666667 minutes You must have accidently hit a wrong key because the answer you got is 496456.27 divided by 60. You have an extra 1000 seconds in there. The correct result is, 22 days, 5 hours, 37 minutes, 36.27 seconds. Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted December 18, 2017 Share Posted December 18, 2017 (edited) @Galileo I don't know if you are the one who maintains this mod's CKAN upload, but for some reason during the download CKAN fails to acquire GPP Textures because the server denies it access. This mod is really complicated for me to install manually, so I hope this is fixed On another note, I did get the mod running (without scatterer because of how much of a damn FPS hog it is) and I have noticed this absolutely awful problem with the location of the KSC. It's night, but you should still be able to see the serious clipping on the administration, lower half of the runway and a bunch of the KSC++ objects which are supposed to be compatible with this mod. It's really a major eyesore and actually will probably cause serious problems launching anything from the SPH. Edited December 18, 2017 by Pavel ☭ Quote Link to comment Share on other sites More sharing options...
eddiew Posted December 18, 2017 Share Posted December 18, 2017 4 hours ago, OhioBob said: You must have accidently hit a wrong key because the answer you got is 496456.27 divided by 60. You have an extra 1000 seconds in there. The correct result is, 22 days, 5 hours, 37 minutes, 36.27 seconds. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 18, 2017 Author Share Posted December 18, 2017 (edited) 4 hours ago, Pavel ☭ said: @Galileo I don't know if you are the one who maintains this mod's CKAN upload, but for some reason during the download CKAN fails to acquire GPP Textures because the server denies it access. This mod is really complicated for me to install manually, so I hope this is fixed On another note, I did get the mod running (without scatterer because of how much of a damn FPS hog it is) and I have noticed this absolutely awful problem with the location of the KSC. It's night, but you should still be able to see the serious clipping on the administration, lower half of the runway and a bunch of the KSC++ objects which are supposed to be compatible with this mod. It's really a major eyesore and actually will probably cause serious problems launching anything from the SPH. The issue is not GPP, you are using Rescale and you simply did not install KKtoSD like it recommends in the rescale thread... as for CKAN, everything works as intended, so keep trying. And yes, GPP can run just fine without scatterer, but due to how it’s handled in ckan, it has to be made a “requirement”. just simply delete the scatterer folder from gamedata Edited December 18, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
eddiew Posted December 18, 2017 Share Posted December 18, 2017 Several years later, @OhioBob's numbers remain correct and Gael still does not have line of sight on my secret thing (If I knew how, I'd make it some sort of clever contract that only puts it there when you have reached Iota's orbit but... that's too hard for my tiny mind to handle. I'll just cheat it in when the time is right.) Quote Link to comment Share on other sites More sharing options...
4d4Garrison Posted December 19, 2017 Share Posted December 19, 2017 I have finally constructed a vessel which can achieve LTO in my 2.5x save. It has taken so long to design and build a craft that works and is small enough to be transported there efficiently (well its still pretty big but its about as small as I could get it). So I present for your viewing pleasure, my craft reaching LTO to Hans Zimmer's "Flight" Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 19, 2017 Share Posted December 19, 2017 (edited) GPP Resonant Orbit Calculator Plotting your satellite constellations is finally easy. Stock-scale only, atm. I'll add rescale editions soon™ https://jjwadeforever.wixsite.com/kerbal/resonant-orbit-1x Edited December 19, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
MysticDaedra Posted December 19, 2017 Share Posted December 19, 2017 I'm also having a problem with CKAN and the GPP textures. I get a 403 "forbidden" error while trying to install the planet pack. Unfortunately because it is listed as a dependency for the pack, I cannot install GPP through CKAN, even if I download the mod separately. Any solution? Quote Link to comment Share on other sites More sharing options...
AG5BPilot Posted December 19, 2017 Share Posted December 19, 2017 (edited) 2 hours ago, JadeOfMaar said: GPP Resonant Orbit Calculator Plotting your satellite constellations is finally easy. Stock-scale only, atm. I'll add rescale editions soon™ https://jjwadeforever.wixsite.com/kerbal/resonant-orbit-1x Very nice, however, there's already a website that will do this. It comes preloaded with the stock planets, but it does allow you to add your own planets. It's actually designed for RemoteTech, but it works perfectly well for any satellites. It also includes orbital eclipse periods and calculates battery requirements as well as EC production requirements. In addition to giving you the orbital parameters for launching a satellite constellation from a single carrier spacecraft (useful for everywhere *except* Gael), it also gives you the timing for launching satellites individually, which is how one would usually do it around Gael. https://ryohpops.github.io/kspRemoteTechPlanner/#/planner EDIT: I suggest that when you select "dive orbit", you show the resonant orbit's periapsis rather than its apoapsis. Also, showing the atmosphere height and the SOI may be useful, especially if the resonant orbit goes near either one. Edited December 19, 2017 by AG5BPilot Quote Link to comment Share on other sites More sharing options...
danfarnsy Posted December 19, 2017 Share Posted December 19, 2017 I conducted a small search and didn't find this addressed: Distant Object Enhancement is dimming the Skybox when pointing the camera in the direction of Grannus, but the skybox remains bright when the camera is pointed at Ciro. Since the DOE settings only specify body names and color, I can only guess why it thinks Grannus is the system primary. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 19, 2017 Share Posted December 19, 2017 1 hour ago, AG5BPilot said: Very nice, however, there's already a website that will do this. It comes preloaded with the stock planets, but it does allow you to add your own planets. -snip- EDIT: I suggest that when you select "dive orbit", you show the resonant orbit's periapsis rather than its apoapsis. Also, showing the atmosphere height and the SOI may be useful, especially if the resonant orbit goes near either one. Ooooh, fascinating. I'll see if I can change the current script to use the dive orbit's Pe rather than Ap. The atmosphere already shows; it's the faint gray circle around the colored one representing the body. It will show the geosync altitude and SOI edge too but only if your orbits are near to or will cross them. 9 minutes ago, danfarnsy said: Distant Object Enhancement is dimming the Skybox when pointing the camera in the direction of Grannus, but the skybox remains bright when the camera is pointed at Ciro. I've never had this problem, or heard of it from anyone else. You might want to share some logs. Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted December 20, 2017 Share Posted December 20, 2017 On 12/18/2017 at 5:53 AM, Galileo said: The issue is not GPP, you are using Rescale and you simply did not install KKtoSD like it recommends in the rescale thread... as for CKAN, everything works as intended, so keep trying. And yes, GPP can run just fine without scatterer, but due to how it’s handled in ckan, it has to be made a “requirement”. just simply delete the scatterer folder from gamedata Except I did install KKtoSD. I guess it wasn't mounted or isn't working for some reason? By Rescale do you mean upscaling the planet size? I didn't intend to do this, I just installed GPP as normal and did not notice that. Quote Link to comment Share on other sites More sharing options...
JeeF Posted December 20, 2017 Share Posted December 20, 2017 Finished putting together my 1.3.1 GPP build, bit less than 100 mods, all working nicely. One last thing remains: a graphical mod that adds nice volumetric clouds. What's the best recommended for GPP? I'm using Rescale at 10.625x (earth size) Specs: i7 8700k @5ghz, GTX 1080ti @5760x1080, 32gb ram ddr4 3000mhz. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 20, 2017 Author Share Posted December 20, 2017 3 hours ago, JeeF said: Finished putting together my 1.3.1 GPP build, bit less than 100 mods, all working nicely. One last thing remains: a graphical mod that adds nice volumetric clouds. What's the best recommended for GPP? I'm using Rescale at 10.625x (earth size) Specs: i7 8700k @5ghz, GTX 1080ti @5760x1080, 32gb ram ddr4 3000mhz. Probably the one included in the GPP download... Quote Link to comment Share on other sites More sharing options...
JeeF Posted December 21, 2017 Share Posted December 21, 2017 (edited) 4 hours ago, Galileo said: Probably the one included in the GPP download... ok... maybe my mods are not working that well then, as I have no clouds. Strange... all other mods are parts mods, nothing related with visuals. https://ibb.co/mCkWaR I do have a thin hazy layer that resembles clouds, but definitely nothing volumetric Edited December 21, 2017 by JeeF Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 21, 2017 Share Posted December 21, 2017 11 minutes ago, JeeF said: ok... maybe my mods are not working that well then, as I have no clouds. Strange... all other mods are parts mods, nothing related with visuals. https://ibb.co/mCkWaR I do have a thin hazy layer that resembles clouds, but definitely nothing volumetric Read the instructions again and make sure you did everything and did it correctly. You have to install the Clouds folder from GPP, and you have to download and install EVE. Quote Link to comment Share on other sites More sharing options...
JeeF Posted December 21, 2017 Share Posted December 21, 2017 7 minutes ago, OhioBob said: Read the instructions again and make sure you did everything and did it correctly. You have to install the Clouds folder from GPP, and you have to download and install EVE. Dammit to hell. I installed EVE but my installation went wrong and I scrapped it and then I forgot to install EVE the second time. My apologies, I'll bang my head in the wall a bit. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 22, 2017 Author Share Posted December 22, 2017 UPDATE Changelog: v1.5.99 -forced-to-make-d3d11-work Small changes to make DirectX 11 work. TU users rejoice! Fixes the renamer and enables it to work with career saves again. Download and install instructions linked in the OP Quote Link to comment Share on other sites More sharing options...
jamqdlaty Posted December 22, 2017 Share Posted December 22, 2017 1 hour ago, Galileo said: UPDATE Safe to install during career, or better to wait till I start new game? BTW, I love the mod so far, I had some issues with kerbal sliding (and unable to use jetpack during the slide) on not really slope steep on IOTA, but I think it's just a thing with the lack of friction in KSP. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 22, 2017 Author Share Posted December 22, 2017 5 hours ago, jamqdlaty said: Safe to install during career, or better to wait till I start new game? BTW, I love the mod so far, I had some issues with kerbal sliding (and unable to use jetpack during the slide) on not really slope steep on IOTA, but I think it's just a thing with the lack of friction in KSP. It’s safe to install over a career, yes. As for sliding, I am certain that’s a stock though thing. I have seen it in my stock play through as well. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 22, 2017 Author Share Posted December 22, 2017 GPP on CKAN is ready and updated. Enjoy and Merry Christmas/Happy Holidays! Quote Link to comment Share on other sites More sharing options...
Phil Kerman Posted December 23, 2017 Share Posted December 23, 2017 Is it possible to update from 1.5.3 to 1.88 without a fresh install? I had so much difficulties getting my game with all the mods running, so I really would prefer not to reinstall Merry Christmas! Quote Link to comment Share on other sites More sharing options...
kraden Posted December 23, 2017 Share Posted December 23, 2017 2 hours ago, Phil Kerman said: Is it possible to update from 1.5.3 to 1.88 without a fresh install? I had so much difficulties getting my game with all the mods running, so I really would prefer not to reinstall Merry Christmas! I pulled it off, but it's no guarantee. The instructions are as specific as they are for a reason. You could always make a temporary folder to hold your mods while reinstalling/updating. Quote Link to comment Share on other sites More sharing options...
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