Norcalplanner Posted January 18, 2017 Share Posted January 18, 2017 Woohoo! Time to upgrade! After an abortive attempt to upgrade my 3.2x GPP career to KSP 1.2.2 a few weeks ago, I'm bringing home all my Kerbals this time first. (They're only as far out as Ceti so far.) Once everyone is safely landed, we'll attempt to upgrade both to KSP 1.2.2 and GPP version 1.1. That way, if there are any glitches which are craft specific, I can just delete the offending craft and hopefully proceed with minimal drama. It will probably be the weekend before I can put in any serious time with this, though. Quote Link to comment Share on other sites More sharing options...
Tune Posted January 18, 2017 Share Posted January 18, 2017 Wohoo! =D Hmmm, sigma dimensions sounds interesting... how much harder is it to play with an upscaled star system? Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 18, 2017 Author Share Posted January 18, 2017 1 minute ago, Tune said: Wohoo! =D Hmmm, sigma dimensions sounds interesting... how much harder is it to play with an upscaled star system? pretty hard, but doable. especially with the right mods Quote Link to comment Share on other sites More sharing options...
Tune Posted January 18, 2017 Share Posted January 18, 2017 Just now, Galileo said: pretty hard, but doable. especially with the right mods Ok, do you mean mods that give you bigger engines and boosters? =) Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) Just now, Tune said: Ok, do you mean mods that give you bigger engines and boosters? =) yep, exactly and tanks and things like that.. Edited January 18, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted January 18, 2017 Share Posted January 18, 2017 Just wanted to report on my current game. Updated to GPP 1.1, and as mentioned earlier, there were no losses of anything I had going on. I didn't have anything on the ground anywhere except flags, and from what I can tell, they're all there. Spent most of the evening finishing up setting up a refueling depot, then getting the manned interplanetary ship into orbit, and topped off. This one has Nertea's 6-Kerbal capsule, and is more or less a ferry for the lander which has a stock 3-Kerbal capsule, augmented with ModPods. The lander will be sent up tomorrow, empty, and it will dock with the ferry, which has pretty darn close to 7km/s DV. After that, it's just taking a look at the currently biome-mapped planets to see which one I want to hit first. The choices are Niven, Gratian, and Tellumo. Tellumo's probably out, as I've decided to hold off on that one until I unlock some better stuff. I could also head for Thalia, as my ScanSat probe has a transfer window coming up in 30-odd days, although the planet won't be mapped yet by the time the manned ship(s) get there. Decisions, decisions... Anyway, mod looks great, had no issues with the update, and really looking forward to getting somewhere outside of Gael's SOI (with a live crew). Quote Link to comment Share on other sites More sharing options...
eddiew Posted January 18, 2017 Share Posted January 18, 2017 So was anyone brave enough for the 10x rescale? Quote Link to comment Share on other sites More sharing options...
Tune Posted January 18, 2017 Share Posted January 18, 2017 4 minutes ago, eddiew said: So was anyone brave enough for the 10x rescale? Eeek, I was contemplating taking the step to 3.2x but 10x sounds scary =S I just decided to think of the rescaling as shrinking the Kerbals rather that enlarging the system. Btw, how are antennae range affected by the rescale? Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted January 18, 2017 Share Posted January 18, 2017 2 minutes ago, Tune said: Eeek, I was contemplating taking the step to 3.2x but 10x sounds scary =S I just decided to think of the rescaling as shrinking the Kerbals rather that enlarging the system. Btw, how are antennae range affected by the rescale? IIRC, antenna ranges are the same no matter what scale (I could very well be wrong here). OTOH, you could always try Snark's JX2 antenna: Quote Link to comment Share on other sites More sharing options...
Amnesy Posted January 18, 2017 Share Posted January 18, 2017 6 hours ago, JadeOfMaar said: (@Galileo ) @Amnesy Your crafts sitting on Iota, Thalia and Tellumo will likely be lost, all for unique reasons. Iota's changed entirely and may swallow your base, Tellumo's land/ocean configuration has changed and you may find your craft splashed and Thalia's curse and danger now extend very far beyond her surface. 7 hours ago, Galileo said: Try to get as much as you can off the surface of all celestial bodies. Everything in orbit should be fine. Your base on iota is really a crapshoot. I watch a stream today and they're based on iota showed up under the terrain and exploded but it really depends on its location Alright, thanks for the info - looks like a preparation mission will have to be scheduled for tonight! I'll have my finger close to the F1 key and attempt to put most parts of my Iota base into orbit. Also I'm quite curious what the newest curse of Thalia may be about Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 18, 2017 Author Share Posted January 18, 2017 44 minutes ago, eddiew said: So was anyone brave enough for the 10x rescale? there were quite a few streamers that wanted it badly..RO users will likely use it. Quote Link to comment Share on other sites More sharing options...
Tynrael Posted January 18, 2017 Share Posted January 18, 2017 @Galileo Just started a new career and poking around I see with the new Strategia files that 'Guided Tours 1' begins with a green title and the initial bullet for the effect is blank. The first bullet remains blank across the other 2 levels as well. Quote Link to comment Share on other sites More sharing options...
eddiew Posted January 18, 2017 Share Posted January 18, 2017 1 hour ago, Tune said: Eeek, I was contemplating taking the step to 3.2x but 10x sounds scary =S I just decided to think of the rescaling as shrinking the Kerbals rather that enlarging the system. From mucking around in sandbox, 3.2x isn't really very scary as long as you mod the game as well. Kerbal rockets are tiny, maxing out at 3.75m. Saturn V was 10 metres across at the base! Soon as you bring in Space Y or similar to let you scale up your rockets, it becomes sensible again, although I think it's probably a good call to kickstart the career with enough science to buy 2.5m rocket parts at the beginning Spaceplanes... as I discovered, are viable, but not in heavy-lift or long-range formats using only stock parts. They should be fine as a late-game option with mods, but definitely not going to be doing them with a Panther and a pair of Terriers I think! 38 minutes ago, Galileo said: there were quite a few streamers that wanted it badly..RO users will likely use it. I've always shied away from RO on the assumption it made everything overpowered... but maybe that's needed for 10x scale! Think I'll stick to 3.2 for now On that note, does anyone know if the delta-v map can generally be multiplied by sqrt(scalingFactor) to get approximate transfer values? @OhioBob mentioned this a few pages back, but I wasn't sure if that just meant to-orbit, or included transfers as well Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) 5 hours ago, Tynrael said: @Galileo Just started a new career and poking around I see with the new Strategia files that 'Guided Tours 1' begins with a green title and the initial bullet for the effect is blank. The first bullet remains blank across the other 2 levels as well. Yes, because there is no effect initially. Edited January 18, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Ant432 Posted January 18, 2017 Share Posted January 18, 2017 Wow! Congrats on the 1.2.2 release, I was looking up to it ! Also in the planet info it says Gael doesn't havy any volcanism. isn't here a volcano right next to the KSC ? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 18, 2017 Share Posted January 18, 2017 @Antonio432 You're getting the KSP version mixed up with the mod version. Gael has that one volcano, yes, but it's dead. If it was alive, anything you can experience with it would only be cosmetic for what I know. 7 hours ago, eddiew said: So was anyone brave enough for the 10x rescale? 7 hours ago, Galileo said: there were quite a few streamers that wanted it badly..RO users will likely use it. Our Twitch streamer @RocketPCGaming is probably blazing 10x GPP right now. He loves GPP and RSS/RO, so, yeah. 7 hours ago, MaxxQ said: After that, it's just taking a look at the currently biome-mapped planets to see which one I want to hit first. The choices are Niven, Gratian, and Tellumo. Tellumo's probably out, as I've decided to hold off on that one until I unlock some better stuff. I could also head for Thalia, as my ScanSat probe has a transfer window coming up in 30-odd days, although the planet won't be mapped yet by the time the manned ship(s) get there. Decisions, decisions... Anyway, mod looks great, had no issues with the update, and really looking forward to getting somewhere outside of Gael's SOI (with a live crew). 7 hours ago, Amnesy said: Alright, thanks for the info - looks like a preparation mission will have to be scheduled for tonight! I'll have my finger close to the F1 key and attempt to put most parts of my Iota base into orbit. Also I'm quite curious what the newest curse of Thalia may be about @Amnesy Looking forward to those screenshots. Since you're interested in the curse, you might want to keep your eyes open for the the logs that'll come back from @MaxxQ's kerbals. They're blindly going in! Quote Link to comment Share on other sites More sharing options...
Rocketology Posted January 18, 2017 Share Posted January 18, 2017 I am still choosing mods for 10x, I was distracted to play some DCS last night :-P. I should have it set up at some point today and will post some screenshots. The GPP update went perfect yesterday, I still had a couple of things on the surface of Iota, and only 1 was lost as it "spawned" underground and was insta-destroyed. Everything that "spawned" above ground, even way above ground, was perfectly fine. So if you are worried about your save before updating, you will be fine. Especially if you put it back in orbit, you will have zero issues. Quote Link to comment Share on other sites More sharing options...
eddiew Posted January 18, 2017 Share Posted January 18, 2017 32 minutes ago, RocketPCGaming said: I am still choosing mods for 10x... I'd be interested to know what you consider the fundamental mods for a 10x career when you're done I feel like I might struggle with the late game at just 3.2x, stepping up to 10 sounds terrifying! Quote Link to comment Share on other sites More sharing options...
Tyko Posted January 18, 2017 Share Posted January 18, 2017 So..."Thalia's Curse"...after rounds of dialog with Bob Kerman and his science team they're all scratching their heads as to why the environs around Thalia would be so hot...even hotter than Icarus which is a lot closer to Ciro. Is the GPP team planning on giving us any means of understanding it and maybe an explanation of why it's happening? I'm assuming you planet geeks have come up with an especially difficult challenge, it would just be more fun if we had some understanding of the mechanism behind it Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 18, 2017 Author Share Posted January 18, 2017 Just now, Tyko said: So..."Thalia's Curse"...after rounds of dialog with Bob Kerman and his science team they're all scratching their heads as to why the environs around Thalia would be so hot...even hotter than Icarus which is a lot closer to Ciro. Is the GPP team planning on giving us any means of understanding it and maybe an explanation of why it's happening? I'm assuming you planet geeks have come up with an especially difficult challenge, it would just be more fun if we had some understanding of the mechanism behind it I don't know why it's hotter than Icarus. @JadeOfMaar is the mastermind behind hot Thalia and he may have or may not have done it intentionally. I dunno, I just work here Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 18, 2017 Share Posted January 18, 2017 (edited) 1 hour ago, Galileo said: I just work here Just wow! 1 hour ago, Tyko said: So..."Thalia's Curse"...after rounds of dialog with Bob Kerman and his science team they're all scratching their heads as to why the environs around Thalia would be so hot...even hotter than Icarus which is a lot closer to Ciro. Is the GPP team planning on giving us any means of understanding it and maybe an explanation of why it's happening? I'm assuming you planet geeks have come up with an especially difficult challenge, it would just be more fun if we had some understanding of the mechanism behind it Thalia's Curse The ambient heat is intended to simulate a vicious radioactive particle field associated with the lore (in-game description) of the assumed celestial impact and Thalia becoming a scorched, barren and physically warped vacuum planet. Also associated is that the massive ignition caused several materials not only to eject into orbit but to fuse and become abnormally abundant rare and nuclear resources, easily consuming most of the more common resources. Their presences hope to justify continued visits to Thalia, however. The field's edge is roughly 9,400km, nearly Eta's semimajor axis, and its gradient is not linear. Most of Thalia's surface is actually still cooler than Icarus while landed. I'm hoping that any upcoming Kopernicus feature can possibly add a visual element to this particle field. Foreign mods that add rare and super rare resources are invited to do so here. Edited January 18, 2017 by JadeOfMaar added formatting and comparison to Icarus Quote Link to comment Share on other sites More sharing options...
Tyko Posted January 18, 2017 Share Posted January 18, 2017 (edited) 5 minutes ago, JadeOfMaar said: Just wow! The ambient heat is intended to simulate a vicious radioactive particle field associated with the lore (in-game description) of the assumed celestial impact and Thalia becoming a scorched, barren and physically warped vacuum planet. Also associated is that the massive ignition caused several materials not only to eject into orbit but to fuse and become abnormally abundant rare and nuclear resources, easily consuming most of the more common resources. Their presences hope to justify continued visits to Thalia. The field's edge is roughly 9,400km, nearly Eta's semimajor axis. I'm hoping that any upcoming Kopernicus feature can possibly add a visual element to this particle field. Cool! Thanks for explaining...it's still a pain in Bob's green butt. I'm trying to figure out if a Kerbal can even walk on the surface without getting crispied. Edited January 18, 2017 by Tyko Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 18, 2017 Share Posted January 18, 2017 @Tyko you're welcome. I added formatting so other readers easily notice, and a comparison to Icarus. Quote Link to comment Share on other sites More sharing options...
Rocketology Posted January 18, 2017 Share Posted January 18, 2017 26 minutes ago, eddiew said: I'd be interested to know what you consider the fundamental mods for a 10x career when you're done I feel like I might struggle with the late game at just 3.2x, stepping up to 10 sounds terrifying! The biggest decision I'd say is going hard core with Realism Overhaul or "less" hard core and go with SMURFF. The stock tanks and engines are extremely heavy (i.e. the Space Shuttle SLWT External Tank weighed 58,500lbs empty and 1,680,000lbs at lift-off, and a SpaceX Merlin engine weighs just 800lbs and delivers 845Kn of thrust at lift-off) to provide a bit of balance due to everything being 1/10 to 1/25th scale. Both of these mods try to bring the weights of tanks and engines back into line w/ reality in order to make 10X gameplay feasible. I would call one of these the base then visit the RSS thread and look at the recommended mods there. Once I have mine set up, I will post a mod list of what I am using if you are interested. ;-) Quote Link to comment Share on other sites More sharing options...
OhioBob Posted January 18, 2017 Share Posted January 18, 2017 10 hours ago, eddiew said: On that note, does anyone know if the delta-v map can generally be multiplied by sqrt(scalingFactor) to get approximate transfer values? @OhioBob mentioned this a few pages back, but I wasn't sure if that just meant to-orbit, or included transfers as well Yes, it works for transfers as well. Just multiple the values in the delta-v map by the appropriate factor and you should be real close. Quote Link to comment Share on other sites More sharing options...
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