somnambulist

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About somnambulist

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  1. @CobaltWolf -- could you look at the ladder and hatch colliders on the LEM? My Kerbals won't climb the ladder on the descent stage and can't "climb out" onto the platform in front of the hatch.
  2. somnambulist

    [1.2, 1.3] KW Rocketry Redux 3.1.1.1 released

    That's an ancient cfg file, probably untouched since the eponymous KW (Kyle and Winston) were still around -- it probably even predates ModuleManager which is why it's an overwrite instead of a patch.
  3. somnambulist

    Sigma Dimensions

    I'm playing in a 3.2 rescale, using a formula posted by @GregoxMun for dV calculation. I haven't double checked the numbers but so far it seems like an accurate guideline. A Mun transfer from LKO in stock is about 860 m/s. In a 2x system, the transfer would be 860 m/s * √2 = 1216m/s. In my 3.2x game the same transfer is 860 m/s * √2 = 1538 m/s Edit: Or just to make it easy on yourself, multiply all dV requirements by 1.42. Sqrt of 2 is 1.41 and change, round-up to 1.42 for margin of error and because it's 1 more than The Answer. Or round-up to 1.5x to make it easier to do the math in your head and give an even larger margin of error.
  4. D'oh. I just knew I was screwing it somewhere. I entered *all* the numbers and got a perfect ejection burn node. Thanks!
  5. This is an Eve transfer instead of Duna because the Mun is in the way of the first optimal Duna window. I think the problem might be with the departure time -- if you take the exact same maneuver node and move it back to approximately 17251667 UT (~~30 minutes) you will start getting Eve encounters. https://imgur.com/a/fDAv7 If you want to try to replicate the problem, install Sigma Dimensions and its dependencies, and use this as the CFG file. SigmaDimensions { // Base Settings Resize = 3.2 Rescale = 3.2 Atmosphere = 1.12 dayLengthMultiplier = 3.2 // Advanced Settings landscape = 1 geeASLmultiplier = 1 resizeScatter = 1 resizeBuildings = 0 CustomSoISize = 0 CustomRingSize = 0 atmoASL = 1 tempASL = 1 atmoTopLayer = 1.25 atmoVisualEffect = 1.12 scanAltitude = 1.25 }
  6. Could someone help me out with a problem I'm having using KSP TOT in a 3.2x rescaled solar system? I've gone through the steps to generate and import a bodies.ini of the rescaled system but every transfer I plot comes up well short of the target body. As a test, I cheated a craft into an orbit with a 2120km SMA (200km parking orbit -- Kerbin's radius is 1920km in a 3.2x rescale) with zero inclination and zero eccentricity. KSP TOT's calculation for a Duna flyby comes up 10 million+ KM short. MechJeb's transfer planner doesn't get an encounter but it gets a close approach that's easily tweaked into an encounter. I'm seeing the same thing on every body I try -- a Moho intercept gives me a PE that's barely inside Eve's orbit, Jool is several AU short, etc. My bodies.ini is up on Pastebin. The orbital parameters match-up with what I'm seeing in-game so either KSP TOT is doing something funky or I'm using it wrong.
  7. Install the latest version of ModuleManager. Put the community patches somewhere in gamedata. That's it.
  8. somnambulist

    [1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader

    ATM: Resizes and compresses textures. Dynamic Texture Loader: Only the textures for currently visible craft are loaded.
  9. Hey CobaltWolf - Could you check out an issue with the Hermes parachute/rcs part? I think the game is using the dimensions of the parachute canopy to determine part size for the engineers report. The report shows the part as 14.6m H x 8.6m W x 8.6m L which kinda kills its usefulness in an early career mode game Thanks!
  10. somnambulist

    [1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader

    It's a Christmas miracle: 3.0 GB on the splash screen is down to 875 MB.
  11. I did a manual prune on my install by renaming all stock assets and seeing what errored when the game was trying to compile the models. I'll log an issue over on GitHub with the paths of prunable assets. (*IF* I have time over the holidays I can try to update the pruners and send a proper pull request.) Edit: If anyone wants to prune their own copy or update the pruners, here's the list of assets https://github.com/VenVen/Stock-Revamp/issues/70
  12. Hey Ven - The skipper model isn't loading properly: [code] [ERR 22:58:05.009] Texture 'VenStockRevamp/Squad/Parts/Propulsion/ksp_l_midrangeEngine_diff' not found! [ERR 22:58:05.010] Texture 'VenStockRevamp/Squad/Parts/Propulsion/ksp_l_midrangeEngine_normal' not found! [ERR 22:58:05.010] Texture 'VenStockRevamp/Squad/Parts/Propulsion/Skipper_Lum' not found! [LOG 22:58:05.013] Load(Model): VenStockRevamp/Squad/Parts/Propulsion/SkipperB [ERR 22:58:05.019] File error: Tag: No_Attach is not defined! at (wrapper managed-to-native) UnityEngine.GameObject:set_tag (string) at A..ReadTagAndLayer (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 [/code]
  13. somnambulist

    [1.0.2]HGR 1.875m parts(v1.3.0 released)

    [quote name='awsumindyman']Orionkermin, any plans to update?[/QUOTE] Orion's been offline for about six weeks now. For my own game I've been putting together MM patches as I run into problems; I should have some time this weekend to clean it up a bit and share.
  14. Read the post immediately above yours. Use that version -- it's prerelease but fixes those concerns.
  15. It's the same old problem with the DLL Cacteye uses to disable flare rendering when using the telescope. Delete `CactEye/Plugins/DistantObjectHook.dll`-- you'll have to manully turn off flare rendering when looking at planets.