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Ippo

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Everything posted by Ippo

  1. Hey Jake, I'm not sure what you mean: most our mods come from kerbalstuff already.
  2. Sure, but let's easy him/her into it Also, adding winglets for control also makes it more stable, plus aero stability is just meaningless in stock. But of course, you are absolutely right.
  3. Try to balance a hammer on your hand: it will be easier with the heavy part on top. More specifically. Your control forces (thrust vectoring, and/or winglets) are applied at the bottom of the craft. The torque they produce on the rocket is greater when the CoM is higher because the moment arm increases. See this accurate professionally-made technical schematic: P.S: by the way, that's the reason why SpaceX is putting small winglets near the top of Falcon 9's first stage: they need to control the rocket also when it's falling down engine first, and since all the fuel is gone, the CoM is near the bottom => you need actuators near the top. P.P.S: please note that it also applies to Stock, not just FAR.
  4. This is the literal opposite of a good advice. Top-heavy rockets are more stable.
  5. Funny you mentioned modpacks in ckan... Fresh out of the oven!
  6. CKAN 1.6.0 has been released! Get it from the download page. This update introduces "metapackages". A metapackage is a package that doesn't install anything (and therefore, has no "download" field), but only depends, recommends and suggests other packages. In short, we now have full support for modpacks. See here for an example of metapackage. Also, the "show" command in the CLI now works for mods that are not installed. *P.S: the changelog might be incomplete, could hakan please fill in the blanks for me?
  7. Sorry about that, we are lagging behind... we don't have enough man-power right now, we'd need more people to help us out :/
  8. Sorry KerBlam, I really have no idea what could be possibly going on. I suggest you do this: 1) backup *EVERYTHING* 2) remove EVE manually 3) using the command line, remove EVE: "mono ckan.exe remove EnvironmentalVisualEnhancements" 4) rescan the folder using "mono ckan.exe scan" 5) reinstall the package And let me know how it works out. Also, it's probably better if we move to a github issue, so we can have our own private thread which is easier to follow (which is why we prefer github issues for support requests). Thanks!
  9. I don't see the problem though: here you can find all the versions we have, it's pretty complete including the latest release. Are you sure you updated the index on your end? Did you add any other repo, by chance?
  10. Hey everyone, if you are feeling adventurous, here is a pre-release that adds support for metapackages. A metapackage is simply a normal .ckan file that has no download location and has the flag "kind": "metapackage" All the rest of the format is untouched, so you can still use depends, recommends and suggests in a metapackage. This allows the creation of the long-requested mod packs, that have nothing to install but only depend on other packages. tl;dr: pre-release with mod packs.
  11. No, they shouldn't work. The wing pushes the air down and generates lift, the air hits the floor of the cargo bay and generates a downward force that cancels the lift.
  12. Hi, I'm in really in a rush right now: why don't you get started, and I'll merge your PR as soon as I can
  13. "Please save me from the brokeness". I really needed that money. It crashed :'(
  14. Not a stupid idea at all! Actually we'd really like to have that feature (it's also very easy to implement) but we are all swamped at the moment... Of course, we welcome anyone willing to contribute! It's not that hard, if I figured it out anyone can...
  15. Wrong. We already know that in the new aero model drag depends on the shape of the vessel and lift is proportional to v^2. We already know for sure (physics dixit) that with this kind of model getting to orbit is easier: there's no arguing that. In the past, it has been suggested that nerfing all the engines would be a way to balance a proper aero model to retain the same difficulty to orbit. And in the squadcast, they mentioned a general engine nerf: this leads me to fear that they intend to go with this plan, which I consider terrible game design and it's especially sinful in a game that dues all its success to physics. In the past I've seen Squad taking a series of decisions that I don't agree with, at all (especially in 0.90, that has completely killed my interest in career mode). I'm not doubting them for the sake of it: I doubt their ability to deliver a game that I will like because I've seen them deliberately making it less fun for me for the last 6 months. If someone likes where KSP is going, great for them! But I don't like the direction they are taking, and no amount of banhammer threats from Vanamonde will improve my own personal opinion of where Squad is taking KSP.
  16. ...and if you nerf the engines to keep the dV to LKO, you also make everything else more difficult, therefore not keeping the balance at all. if you have less efficient engines, your mum landing becomes harder regardless of the aero model. - - - Updated - - - Oh god my phone autocorrected mun with mum O.O
  17. It's an artificial difficulty in the sense that it's caused by improper physics. There's 1 extra km/s of dV to orbit because of the current aero model: with proper physics, the dV to orbit for Kerbin is ~3500 m/s, period. It's not a value that should be "decided", as it's dictated by physics. So far, by questionable physics. Now, we are going to balance everything else in order to keep this value, which wasn't the right one in the first place. And now everyone please feel free to start with the totally obvious stream of "ksp is not a simulator", "far is not a perfect model", and similar gibberish I won't care to respond since it's been hashed to death already.
  18. So, if I understand correctly, they are going to nerf everything so that we can keep the artificial difficulty to orbit caused by the current "aerodynamic" model? That strikes me as really weird (and also, totally expected...).
  19. I even know some female modders, for that matter.
  20. 14€ / ~370h = 3.78 c€. I need to play some more
  21. Hey Abdu, I don't think they can work together because of how I implemented the plug. Then again, it might have changed since my pr, not sure.
  22. Hey, awesome! Sorry for being so pedantic, but that's not my nickname
  23. Careful 5thHorseman, when you reach"check your privilege" you are usually within 10 posts of Godwin 's law...
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