Kobymaru

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About Kobymaru

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    Sr. Spacecraft Engineer

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  1. Just FYI, I'm neither dead nor missing, but rather busy at the moment. This is unfortunate, but that doesn't mean Trajectories is "abandoned", especially since PiezPiedPi is still working on it. Great thanks to @PiezPiedPy for keeping our mod up and running!
  2. Hi @linuxgurugamer! I have an issue in the VAB, namely I get very small stutters that are most noticable when the camera is moving around. Uninstalling KCT fixes the issue. They are not GC Runs (I checked with MemGraph), but I do get a lot of these messages in the KSP.log: [LOG 18:36:14.981] [KCT] Attempting to take control of launch button [LOG 18:36:15.025] [KCT] HandleEditorButton.controller is null [LOG 18:36:15.503] [KCT] Attempting to take control of launch button [LOG 18:36:15.546] [KCT] HandleEditorButton.controller is null [LOG 18:36:16.027] [KCT] Attempting to take control of launch button I'm using KCT version 1.4.6.6 with KSP 1.6.1, but 1.4.6.1is also affected. Disabling "Override Launch Button" in the settings does *not* work around the issue, stutters are still there. Please note that the Realism Overhaul fork of KCT (here: https://github.com/KSP-RO/KCT) does not have these stutters! So there is likely something that broke between when it was forked and now.
  3. Where were all of these performance reports when I implemented this ages ago and asked for feedback? If that's common for everybody, we'll disable it by default again. But this time I'd like to know some details first: how many parts does your craft have, how long is the trajectory?
  4. The cache makes long trajectories (when you spend a lot of time in the first 10 km of the atmosphere) quite imprecise. I did some performance testing and it looked like disabling the Cache would not be too bad in terms of performance. I didn't expect people to notice the difference too much, TBH. If using the Cache still gives you satisfactory precision, leave it on.
  5. Oops, sorry. Fixed now. Yes, I disabled the Cache by default. This means higher precision but worse performance. You can turn the cache back on in the settings.
  6. Do you mean that this is not possible or that you don't have time for that? There is another mod by Raidernick who has an LK as well: https://github.com/KSP-RO/SovietSpacecraft/ He recreated the engine assembly pretty accurately, with the RD-858, RD-859 and the vernier thrusters as separate parts: Maybe you could take a look at these and see if you can replicate that? I'd love to use your version of the Lander, it's truly beautiful.
  7. New release is up! Version 2.2.3 for all versions of KSP from v1.3.1 to v1.7.x Download from GitHub or Spacedock This is simply a recompile, so no new features in this one. About the Kopernicus issue: We now have a mechanism for Bootstrapping the right version of Trajectories. However, I am not certain that this mechanism is needed or if we can maybe just use the same DLL for all versions. I'll discuss this with @PiezPiedPy , and we will push another featureless recompile if we decide to remove it.
  8. I'm busy with real life, and looks like PiezPiedPy is too. We could probably push out a point release for 1.7 compatibility, but it would basically be a recompile and wouldn't have new stuff in it.
  9. The force calculation takes into account the temperature/density of the atmosphere, velocity, drag and lift on every part of the ship, every 2 seconds. The value for the drag depends on which other parts are attached, and the value for all of these depends on the position of the ship. The position of the ship depends on the values in the previous steps, and the values depends on the position in the previous steps, ... There is no single value you can paste.
  10. I think we might have made a mistake with the "backport" releases: we prepended the KSP version to the Trajectories version, and the CKAN robots might have gotten confused. I'll try to sort it out in the next release.
  11. Hi there! Hey there! I am using KSP 1.3.1 with RealismOverhaul, Realist Progression 0, RSS and a bunch of other mods with Principia 2018120707-Erdős-0-g3e2334a95bcfc6869b5464ecda5ae48b5412dba0 . Unfortunately, my Scene load times seem extremely long. Without principia, a scene change takes 10 - 15 seconds. With 2018081110-Desargues, every scene load took at least 1:30 minutes. With 2018120707-Erdős, this became even worse. Now every scene change takes 3 minutes!! During that time, the Memory usage drops quickly by 2-3 Gb and then slowly builds up these 2-3 Gb until the scene change completes. My savegame has about 36 vessels, and the save file has a size of 10 mb. Is this to be expected with principia? I know 1-3 minutes doesn't seem like much, but it seriously disrupts the gameplay. Is this a bug? Is there a workaround for this? (I have reported this on GitHub as issue #2038)
  12. Hey there! I'm having some trouble using the KSPTOT porkchop transfer planner with RSS and Principia. I started out in 1972 (KSP year 22) and I wanted to go from Earth to Venus with as low dV as possible. Here's what I did: Installed the KSPTOTConnect plugin Started KSPTOT Edit -> Time System -> Use Earth Time Edit -> Gravitational Parameters -> Use RSS-like Create New Bodies File from KSP Load created bodies file Departure Body: Earth Arrival Body: Venus Earliest Departure time: Right-Click, Enter UT as Date/Time, year 22 Earliest Arrival Time: Right-Click, Enter UT as Date/Time, year 24 Compute Porkchop plot Get result: Y23 d221, which translates to August 3, 1973 This, however is way too late. I am pretty certain that there was a launch window in March 29, 1972: first of all, there was a real launch by the UDSSR, namely Venera 8. Second, I used @Arrowstar 's old TrajectoryOptimizationTool (v 2.1.1) for Orbiter to find the window, and that calculated optimal departure on March 30, 1972. I double-checked the bodies.ini file that was created, and the orbital parameters for Earth and Venus seem to match RL almost exactly (compared to this: https://nssdc.gsfc.nasa.gov/planetary/factsheet/venusfact.html). While writing this post, I figured out what could be the culprit: the inclination of all bodies seems to be very high, around 23°. I'm pretty sure that this is done in principia because rotating the whole solar system is the only way to implement earths axial tilt. Is there a way I can generate a proper bodies.ini file that works for porkchop plots?
  13. Thanks, finally found the menu for editing a craft. I did that with two crafts, and the crafts came out at 23% and 73% changes! Which I don't quite understand because they had those changes even before I even touched them in the editor.