Shawn Kerman Posted August 14, 2019 Share Posted August 14, 2019 (edited) XPCR is still compatible with OPM. ( I'm saying this because I had 1 or 2 people ask) Also remember that OPE I was talking about? you can make it into a add on and have dwarf planet analogs (Eris, make-make, etc.) Edited August 14, 2019 by Shawn Kerman Quote Link to comment Share on other sites More sharing options...
ExtremeSquared Posted August 20, 2019 Share Posted August 20, 2019 I'm noticing a number of contracts to the outer three bodies spawn with duration shorter than an instantaneous optimal Hohmann transfer would take. Is KSP doomed to scale this linearly when it isn't supposed to, or is the expectation that inefficient transfers are used? Quote Link to comment Share on other sites More sharing options...
Mixshott Posted August 20, 2019 Share Posted August 20, 2019 Many thanks for this "must have" planet pack, been enjoying this for years Quote Link to comment Share on other sites More sharing options...
nsgallup Posted August 22, 2019 Share Posted August 22, 2019 Obviously this is early, but do you see this mod getting ported to KSP2? This mod has become part of the standard experience for me in KSP1. Quote Link to comment Share on other sites More sharing options...
oversoul Posted August 23, 2019 Share Posted August 23, 2019 On 8/19/2019 at 9:02 PM, ExtremeSquared said: I'm noticing a number of contracts to the outer three bodies spawn with duration shorter than an instantaneous optimal Hohmann transfer would take. Is KSP doomed to scale this linearly when it isn't supposed to, or is the expectation that inefficient transfers are used? You might try a contract editor. I've never used one, but I think they're out there. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted August 23, 2019 Share Posted August 23, 2019 I am just starting to use this mod, is there a compatible dv chart? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted August 23, 2019 Author Share Posted August 23, 2019 (edited) 16 minutes ago, gamerscircle said: I am just starting to use this mod, is there a compatible dv chart? Hey Gamers Circle, you'll be able to find one here: https://bit.ly/2PdqWiA Spoiler Edited August 23, 2019 by Poodmund Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted August 23, 2019 Share Posted August 23, 2019 okay.. thanks.. I did not scroll down to notice anything besides the stock... Quote Link to comment Share on other sites More sharing options...
ExtremeSquared Posted August 23, 2019 Share Posted August 23, 2019 (edited) 5 hours ago, oversoul said: You might try a contract editor. I've never used one, but I think they're out there. I figured it could be an oversight. Honestly, OPM is supposed to be a bit of a difficulty boost in a number of ways, so the idea that you need inefficient high-dV transfers to complete some contracts is not especially far fetched. Edited August 23, 2019 by ExtremeSquared Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted August 24, 2019 Share Posted August 24, 2019 On 8/19/2019 at 9:02 PM, ExtremeSquared said: I'm noticing a number of contracts to the outer three bodies spawn with duration shorter than an instantaneous optimal Hohmann transfer would take. Is KSP doomed to scale this linearly when it isn't supposed to, or is the expectation that inefficient transfers are used? Since I am just starting this mod, have you located a solution? Quote Link to comment Share on other sites More sharing options...
ExtremeSquared Posted August 24, 2019 Share Posted August 24, 2019 7 hours ago, gamerscircle said: Since I am just starting this mod, have you located a solution? It's far from game-breaking. Solutions would be to budget the deltaV for a fast transfer, have ships already staged at the target body, or just know not to accept these contracts. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted August 24, 2019 Author Share Posted August 24, 2019 On 8/23/2019 at 11:53 AM, ExtremeSquared said: I figured it could be an oversight. Honestly, OPM is supposed to be a bit of a difficulty boost in a number of ways, so the idea that you need inefficient high-dV transfers to complete some contracts is not especially far fetched. I think its tied into the Science 'Recovery' Multiplier value for each body as SetDeadlineYears depends on GetContractDestinationWeight which depends on body.scienceValues.RecoveryValue so by changing something like: https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/KopernicusConfigs/OuterPlanets/Plock.cfg#L35 to a higher number may in fact increase the duration of the contracts upon their generation (will not affect existing contracts). If you're willing to test this out, then please let me know. Quote Link to comment Share on other sites More sharing options...
jpinard Posted August 30, 2019 Share Posted August 30, 2019 I love love love this mod! I have a question though. I'm adding several extra solar systems, near future technologies, and USI life support. With the Barn changes I can't tell exactly what it's doing. When the configuration pops up, I see that it's got .6 for a bunch of Kerbal orbit stuff. Does this mean you're only getting .6 science compared to normal or is it replicating the actual science you'd actually get? Also, if I add some of the new radio dishes via other mods, should I get rid of the file that increases the distance the default comm dishes broadcast? Thanks so much for an amazing mod! Quote Link to comment Share on other sites More sharing options...
jpinard Posted August 31, 2019 Share Posted August 31, 2019 @Poodmund - I was wondering what your Barn script does in the game. Do you get less, more, or the same science for tasks around Kerbin? In general do you get more or less science for tasks vs. vanilla? Cheers mate Quote Link to comment Share on other sites More sharing options...
Poodmund Posted August 31, 2019 Author Share Posted August 31, 2019 15 minutes ago, jpinard said: @Poodmund - I was wondering what your Barn script does in the game. Do you get less, more, or the same science for tasks around Kerbin? In general do you get more or less science for tasks vs. vanilla? Cheers mate The only thing that OPM does with Custom Barn Kit is to add an addtional level of Tracking Station, the Level 4 Upgrade. All Levels 1 through 3 are kept the same as stock but the Level 4 Upgrade raises the DSN Power from Level 3's 2.5×1011 to the new Level 4's 2.0×1012. You can see this single Custom Barn Kit patch here: https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/OPM_CommNet.cfg OPM does nothing to edit the stock Science rewards anymore (it used to) and all the bodies science reward mutlipliers were revised a while back to value them in line with progression from the stock bodies... so now you can just use the modifier sliders in the options menu to adjust as necessary for your own playthrough. Quote Link to comment Share on other sites More sharing options...
jpinard Posted September 1, 2019 Share Posted September 1, 2019 On 8/31/2019 at 6:46 PM, Poodmund said: The only thing that OPM does with Custom Barn Kit is to add an addtional level of Tracking Station, the Level 4 Upgrade. All Levels 1 through 3 are kept the same as stock but the Level 4 Upgrade raises the DSN Power from Level 3's 2.5×1011 to the new Level 4's 2.0×1012. You can see this single Custom Barn Kit patch here: https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/OPM_CommNet.cfg OPM does nothing to edit the stock Science rewards anymore (it used to) and all the bodies science reward mutlipliers were revised a while back to value them in line with progression from the stock bodies... so now you can just use the modifier sliders in the options menu to adjust as necessary for your own playthrough. Fantastic. Thanks for replying and filling me in. I really appreciate that Quote Link to comment Share on other sites More sharing options...
Space Nerd Posted September 3, 2019 Share Posted September 3, 2019 What's tekto's atmosphere height? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 3, 2019 Share Posted September 3, 2019 6 minutes ago, Space Nerd said: What's tekto's atmosphere height? Just look at the planet info in the Tracking Station. Spoiler 95 km Quote Link to comment Share on other sites More sharing options...
Space Nerd Posted September 4, 2019 Share Posted September 4, 2019 Wow, it's very tall! Is it because of it's low gravity? Sorry, I was about to go to bed when posting that, so I can't open the game. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted September 4, 2019 Author Share Posted September 4, 2019 The atmospheric density also is pretty high at low altitudes but things very rapidly as altitude increases... so even though the limit is 95km, the atmosphere is very low pressure not far from the surface. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 4, 2019 Share Posted September 4, 2019 (edited) 7 hours ago, Space Nerd said: Wow, it's very tall! Is it because of it's low gravity? Yes, it is principally due to the low gravity. The low gravity causes the atmosphere to expand because it is under less compression. But Tekto is also very cold, so that increases the air density and cause the atmosphere to contract. After considering both gravity and temperature (and molecular weight), we end up with a 95 km atmosphere. Tekto is a Titan analog. In real life Titan's atmosphere extends for hundreds of kilometers, so Tekto's atmosphere is not that unusual. https://en.wikipedia.org/wiki/Atmosphere_of_Titan#/media/File:Titan's_atmosphere.svg Edited September 4, 2019 by OhioBob Quote Link to comment Share on other sites More sharing options...
Space Nerd Posted September 5, 2019 Share Posted September 5, 2019 Just as I thought. Quote Link to comment Share on other sites More sharing options...
ShadowZone Posted September 20, 2019 Share Posted September 20, 2019 (edited) On 8/11/2019 at 3:49 AM, juanml82 said: Question: will Breaking Ground surface features be planned in the future? I too am very interested in this. I got an entire mission planned where I would revisit the Outer Planets and collect surface science. But of course there's nothing there yet. So I tried to fiddle around the configs myself and created a OPM_rocsdef.cfg file where I tried to invoke the Gilly ridgeline but on Tal. Game didn't crash but I also didn't get any Gilly ridgelines on Tal... hmm... Plot twist: I have no idea how to mod this game Edited September 20, 2019 by ShadowZone Quote Link to comment Share on other sites More sharing options...
fatfluffycat Posted September 23, 2019 Share Posted September 23, 2019 This is probably a stupid question, but can I use this with my current savegame? I would hate to have to start a new save. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 23, 2019 Share Posted September 23, 2019 22 minutes ago, fatfluffycat said: This is probably a stupid question, but can I use this with my current savegame? I would hate to have to start a new save. You should be able to add in OPM at any time without it disrupting anything you were doing in the stock system. The only exception is Eeloo, which OPM moves. So it you have a spacecraft in route to Eeloo, it will be headed to nowhere once OPM is installed. Quote Link to comment Share on other sites More sharing options...
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