OhioBob Posted April 18, 2020 Share Posted April 18, 2020 1 hour ago, juvilado said: I think i quick installed that mod from CKAN, sure didn't pay attention to that huge detail! @juvilado, OPM/JX2 is set up to be an either/or situation. Use either OPM + Custom Barn Kit to get the level 4 DSN, or use OPM + JX2 Antenna to get a big powerful antenna. Either method allows the ability to reach the outer edges of the solar system. But you don't get both. Select which one you prefer and use it. Quote Link to comment Share on other sites More sharing options...
juvilado Posted April 18, 2020 Share Posted April 18, 2020 one more question (for your amusement :-D ) antennae related: For succesfully science transision and probe control, what's the minimun signal strenght required? I don't want to send a 300K Rocket to Neidon, wait 23 years and find that i cannot transmit science nor control Thanks for your patience Quote Link to comment Share on other sites More sharing options...
Poodmund Posted April 18, 2020 Author Share Posted April 18, 2020 If you have a connection, you can transmit science. Anything non-zero will work. That's a stock mechanic. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 18, 2020 Share Posted April 18, 2020 5 minutes ago, juvilado said: one more question (for your amusement :-D ) antennae related: For succesfully science transision and probe control, what's the minimun signal strenght required? I don't want to send a 300K Rocket to Neidon, wait 23 years and find that i cannot transmit science nor control Thanks for your patience I don't think the strength of the signal really matters, just as long as a connection is maintained. The following article gives the related formula: https://wiki.kerbalspaceprogram.com/wiki/CommNet You can also use these charts, which tells you what type and how many antenna are needed to reach each planet. There are separate charts for OPM + Level 4 DSN, and OPM + JX2. Quote Link to comment Share on other sites More sharing options...
juvilado Posted April 18, 2020 Share Posted April 18, 2020 2 minutes ago, OhioBob said: I don't think the strength of the signal really matters, just as long as a connection is maintained. The following article gives the related formula: https://wiki.kerbalspaceprogram.com/wiki/CommNet You can also use these charts, which tells you what type and how many antenna are needed to reach each planet. There are separate charts for OPM + Level 4 DSN, and OPM + JX2. Yes! I already have the diagram at the desktop! But didn't know if there was a minimun Strenght. Thanks Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 18, 2020 Share Posted April 18, 2020 (edited) I thought I read at one time that signal strength was going to have some effect on science transmission. Like a smaller percentage of the science being transmitted with a weaker signal, or something like that. But maybe I just imagined it, or it never got implemented. As it is now, 1% signal is just as good as 100%. If they wanted to do it realistically, the bit rate should decrease with a weaker signal, requiring more time and more electricity to transmit a unit of data. Edited April 18, 2020 by OhioBob Quote Link to comment Share on other sites More sharing options...
Poodmund Posted April 18, 2020 Author Share Posted April 18, 2020 That's if you transmit the science through a relay, if you do so you then get a bonus amount of science dependent on the signal strength. Quote Link to comment Share on other sites More sharing options...
juvilado Posted April 19, 2020 Share Posted April 19, 2020 "From Priax to Polta" Correct me if im wrong, but less than 500 dV is needed to change from one body's orbit to the other? Or 900 dV as total stated in the dV map? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 19, 2020 Share Posted April 19, 2020 2 hours ago, juvilado said: "From Priax to Polta" Correct me if im wrong, but less than 500 dV is needed to change from one body's orbit to the other? Or 900 dV as total stated in the dV map? Less than 500 m/s sounds about right to me, though it depends on how you do it. Quote Link to comment Share on other sites More sharing options...
darwinpatrick Posted April 19, 2020 Share Posted April 19, 2020 (edited) What's the most efficient transfer? Edit: for getting between Polta and Priax Edited April 19, 2020 by darwinpatrick Quote Link to comment Share on other sites More sharing options...
juvilado Posted April 19, 2020 Share Posted April 19, 2020 (edited) 16 minutes ago, darwinpatrick said: What's the most efficient transfer? Edit: for getting between Polta and Priax i supose it would be burning prograde at the opposite side of the other moon? Edited April 19, 2020 by juvilado Quote Link to comment Share on other sites More sharing options...
Regor Posted April 19, 2020 Share Posted April 19, 2020 (edited) 1 hour ago, darwinpatrick said: What's the most efficient transfer? Edit: for getting between Polta and Priax Burn prograde from polta and escape such that your periapsis is on the orbit of Priax and Polta and such that your total orbital period is 7/6 times the orbital period.of Priax and Polta around Urlum. There are of course more effecient transfers But this one gets you there in a single orbit. Edited April 19, 2020 by mabdi36 Quote Link to comment Share on other sites More sharing options...
VladTs Posted May 18, 2020 Share Posted May 18, 2020 I've tried this mod with principia, which give realistic n-body physics and planets are not "on rails" with it and added new planets are still stable! It's very GOOD! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 18, 2020 Share Posted May 18, 2020 7 hours ago, VladTs said: new planets are still stable! It's very GOOD! how many years ahead did you look? Takes a good deal of time to reach these outer worlds. Over the short term everything can appear stable... Quote Link to comment Share on other sites More sharing options...
VladTs Posted May 20, 2020 Share Posted May 20, 2020 On 5/18/2020 at 10:03 PM, Drew Kerman said: how many years ahead did you look? Takes a good deal of time to reach these outer worlds. Over the short term everything can appear stable... Oops, i was wrong Problem appears with Ovok( Quote Link to comment Share on other sites More sharing options...
VladTs Posted May 20, 2020 Share Posted May 20, 2020 Error extending trajectory for Ovok. Error trying to fit a smooth polynomial to the trajectory. The approximation error jumped from +1.00000000000000002e-03 m to +1.45335931141437231e+04 m at time +5.18784000000000000e+07 s. The last position is [+7.20564323552126007e+10 m, +1.07765879196220993e+11 m, -3.61460191689271641e+09 m] and the last velocity is [-5.10321561312955964e+03 m s^-1, +2.14937937816488648e+03 m s^-1, +1.66978393321882322e+02 m s^-1]. An apocalypse occurred and two celestials probably collided because your solar system is unstable. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted May 20, 2020 Author Share Posted May 20, 2020 You might want to look here for support: Quote Link to comment Share on other sites More sharing options...
VladTs Posted May 22, 2020 Share Posted May 22, 2020 Thanks! Quote Link to comment Share on other sites More sharing options...
RKunze Posted May 24, 2020 Share Posted May 24, 2020 (edited) "Planet Patches for Principa" didn't work for my setup (KSP 1.8.1 with Principia Fuchs and OPM 2.2.6). The Jool system was unstable (with an apocalypse at Laythe a couple of days in), and the Sarnus system was unstable as well (apocalypse at Ovok some 30-40 years in). What did work for me was this hack based on the OPM patch from "Planet Patches for Principa" and this Jool system stability patch by @eggrobin: @Kopernicus:AFTER[Principia]:NEEDS[OPM] { @Body[Ovok] { @Orbit { @inclination = 181.5 @semiMajorAxis = 121694130 } } @Body[Vall] { @Orbit { semiMajorAxis = 49700595.866835564 } } @Body[Tylo] { @Orbit { semiMajorAxis = 90867761.53320013 } } @Body[Bop] { @Orbit { inclination = 165 semiMajorAxis = 141820511.8491002 } } } This puts Ovok in nearly the same high retrograde orbit as the OPM patch from "Planet Patches for Principa" (the only change I made was the eccentricity - instead of 0.3 as in the OPM patch, I leave it at its default 0.01), and applies the same patch to the Jool system as Principia does automatically for the unmodified stock planets. I did test this to up until ca. 1300 years in by starting a new save, going straight to the tracking station, setting time warp to maximum and watching the planets dance for a while. Hope someone else can use this as well. Edited May 24, 2020 by RKunze Typo Quote Link to comment Share on other sites More sharing options...
OhioBob Posted May 24, 2020 Share Posted May 24, 2020 (edited) @RKunze, you might want to also do this... @Body[Ovok] { @Orbit { @inclination = 178.5 @semiMajorAxis = 121694130 @longitudeOfAscendingNode = 235 @argumentOfPeriapsis = 180 @meanAnomalyAtEpoch = 4.861592654 } } Just modifying the inclination will flip the orientation of the orbit in space. Making the changes I show above should keep the orbit oriented exactly the same, but just reverses Ovok's direction to retrograde. Also note the inclination should be 178.5, not 181.5. Same thing for Bop... @Body[Bop] { @Orbit { @inclination = 165 @semiMajorAxis = 141820511.8491002 @longitudeOfAscendingNode = 190 @argumentOfPeriapsis = 155 @meanAnomalyAtEpoch = 4.041592654 } } Edited May 24, 2020 by OhioBob Quote Link to comment Share on other sites More sharing options...
RKunze Posted May 24, 2020 Share Posted May 24, 2020 @OhioBob: Ovoks orbit already gets changed out of all recognition by shifting it from just outside Sarnus' rings to out beyond Tekto In original OPM, Ovoks semimajor axis is just 12169413 (notice the missing zero at the end). What I did was keeping its Orbit as close as possible to the one from "Planet Patches for Principa" (or, to be honest, just fiddling around with the values until I happened on an orbit for Ovok which should stay stable for long enough to be playable - I didn't bother to actually calculate the orbit). PS: If you shift Ovok out to a semimajor axis of 121694130, but keep it going prograde at the original inclination of 1.5, there will be no apocalypse, but resonances with Tekto will eject Ovok from the Sarnus system some years into the game... Quote Link to comment Share on other sites More sharing options...
HoneyBadger Posted May 26, 2020 Share Posted May 26, 2020 On 4/6/2020 at 8:37 PM, A lazy noob said: For KSP1.8.1 the Kspedia Entries need to be recompiled. @Poodmund I know its on the bug list. And probably will be updated with version 3.0 but meanwhile can somebody confirm the numbers for Delta Vs more or less correct given here https://forum.kerbalspaceprogram.com/index.php?/topic/87463-173-community-delta-v-map-27/ Quote Link to comment Share on other sites More sharing options...
Poodmund Posted June 22, 2020 Author Share Posted June 22, 2020 I pushed v2.2.7 to allow for Kopernicus Continued support (https://forum.kerbalspaceprogram.com/index.php?/topic/194936-191-kopernicus-continued/) on KSP 1.9.1 and redid the KSPedia bundles to work on KSP 1.8.*+. Downloads can be found in the usual places, Github and through CKAN. Quote Link to comment Share on other sites More sharing options...
lane1572 Posted June 23, 2020 Share Posted June 23, 2020 Hoping for some help. I am running OPM + Galileo's Planet Pack secondary. Everything was great with OPM until I installed GPP secondary and now the wrong lightsource is being used to light the outter planets and they are SUPER DIM. Looks like they are getting the light from the distant second star vs the closer one. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted June 23, 2020 Author Share Posted June 23, 2020 7 hours ago, lane1572 said: Hoping for some help. I am running OPM + Galileo's Planet Pack secondary. Everything was great with OPM until I installed GPP secondary and now the wrong lightsource is being used to light the outter planets and they are SUPER DIM. Looks like they are getting the light from the distant second star vs the closer one. Most likely cause is that the Scatterer planets list config file is specifying the wrong star. This is GPP's issue, or more specifically, GPP_Secondary's issue so I would suggest you raise the issue with the developers of said planet pack to see if they can resolve it for you. Quote Link to comment Share on other sites More sharing options...
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