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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. Just catching up on this thread from about 3 weeks ago and it's looking great! Thank you so much for the size adjustment above - this will make lots of people do the happy dance. Gonna alternate history this baby when you're done Btw, did you see the recent smarter every day episode where he hangs with his dad in the sunshield clean room? Flippin incredible footage of something that very few humans got to see up close!
  2. Definitely interested in how this goes! That printout makes sense at a verrrrry high level. The devil would be in the details of getting into the right position at the right time, which is still out of my reach at this point, but working on it. The prospect of being able to execute a dual flyby of that scope is very motivating. I've pulled off Juno, a made-up Galileo II to Saturn, and Dragonfly to Titan, but these were all Hohmann transfers and it'd be cool to pull off a planned gravity assist.
  3. I've been super interested in trying any of the historic gravity assist paths, but KSPTOT revealed how truly smooth my brain is. But since all of us using the same system at the same scale should have the same planetary alignments on the same dates, if someone wanted to share their KSPTOT findings, then others could give it a try. I'm guessing here as I don't have any idea what kind of output you get from KSPTOT ...
  4. confirmed, same here. I had a theory since the transforms were named differently than all the other working rcs transforms, but alas that didn't help.
  5. Did I miss a step in installing all the planets? I'm getting this duplication of scatterer presets shown below. I see each planet has a presets cfg - was I meant to leave just one of those maybe? Seeing the same with 0772 and the latest scatterer
  6. I'm so late to this party but I wanted to see if I could still give you a hint about this approach. What this does not do, is erase any cfg (or other) files that already existed that do not also exist in the new version. In other words, you might be leaving behind a file that the author has removed on purpose. Whenever you have an existing mod folder that you're replacing, it's in your best interest to delete the existing folder and then simply copy the new one wholesale. Either that, or use a tool that does sync (also called mirror) instead of copy. It's pretty incredible what a single rogue cfg can do to your entire game!
  7. This reminds me of an issue with Kerbal Construction Time - you using that?
  8. On my system 4 of the new Kane RCS thrusters have different surface attach rules than the others. Is this known/intended? They work fine once rotated and offset.
  9. Can confirm no workie. However here's some excerpts, so it's alive, just doesn't show anything in the tracking station.
  10. For me, this particular issue only happens in flight when you switch to map view. Can usually be solved by switching to another profile, then back again. For me, it happens with profiles that use AO. However, referring the screenshots above, I get those same mushy shadows on some parts whenever I don't set scatterer to Very High preset. I think that sets up the Long Distance Shadow settings. (of course then there's AA but that's another issue).
  11. Alrighty. Well, if you ever get around to adding one it would really help with automated tools.
  12. Thank you for the update on axial rotational period - Venus now says "Retro rotation 243d" in color, instead of the standard "Rotation Period" with a negative number. Awesome! Is there any chance you could include a .version file? Idk if your workflow is just different, but that file is a big help for non-ckan users when looking at what they have installed. Is it possible for a single planet to orbit in the opposite direction from all the other planets around a star? This seems odd. In our solar system, everything goes the same direction, with Venus being the sole outlier in axial rotation direction.
  13. This KSRSS at 2.5x. All other bodies have either positive numbers or "locked." UPDATE: welp - the stock one shows this too! Sorry, I thought this was one of the fields you had taken over, but it's wrong without the mod, too. All other fields looked GREAT! Thanks for this cool util
  14. Pretty sure I've landed the Venera parts from Probes Plus on Venus at 2.5x. Those are the only parts I know of that survive it. The Tantares Venera parts won't. The key for the Coatl parts is "maxPressure=12000" so you could write MM patches to bump your favorite parts if you wanted.
  15. I always get these numbers from the tracking station, since they also have atmo pressure and other things you'll need besides just the altitude of space.
  16. In case it helps - the 2.5 rescale is done automatically if you have SigmaDimensions installed.
  17. Idk if this will help you, but to avoid all kinds of camera issues, here's the rule I use: never select Disable on an active camera. Always do Deactivate Camera first on a camera that you used Activate Camera on. Disabling an active camera never ends well for me, either. In fact, I never keyboard-switch away from a camera that I've activated on the PAW. That can end up weird too. If I use the PAW button Activate Camera, I always follow that with the PAW button Deactivate Camera.
  18. In the SPH, like in the screenshot. I have to admit that I did not have the right requirement mod at that point, I had just the transparent cockpit one. With HebaruSan's helpful link, I got the correct dependency and everything still works. It was basically PAW things that didn't work the same without the requirement. But yeah, wheels moving fine for me. Mine is built with the "FWD" wheel on the left front and right rear, and the "BCK" wheel on the right front and left rear.
  19. I had good luck right away (a miracle!) Did your ground mesh previews all lay flat?
  20. Both of these links lead to the same page, yet one says required and the other says recommended.
  21. I kinda like this black interstage with an all-white CSM for some LEO shenanigans. A white variant on the smaller SM would be pretty cool maybe?
  22. has the refactor beta been merged into here? or should I stay on the RC for testing that?
  23. I had not, no. I did try full scene changes. I installed RC2 this morning and it was fine at startup, so I'll leave this one installed and do more testing with it. Thanks for continuing to work on this. It's not overreaching to say that kop is a cornerstone of KSP for me, and without it, KSP would lean more to the "game" side than the "simulator" side and would have quickly lost my interest. As a software dev in a verrrrry different field, my appreciation comes with some degree of understanding of maintaining/updating/enhancing someone else's code, which can be a chore at the best of times!
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