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DanJourney

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Everything posted by DanJourney

  1. That didn't seem to work for me. The version number is the one specified in the .json file, correct? I didn't have the foresight to take a screenshot, but it said essentially that the version was not available for my version of KSP, and to try the "--no-recommends" switch. I tried a few variations on this, but wasn't able to make it work. What is the exact syntax for how to do this? I was trying (in the proper target directory): ckan.exe install MechJeb2=2.5.1 I guess that I'd like to chorus the call for some sort of override switch on mod installation. Perhaps only in the command line interface, so that new users (like me?) aren't messing things up. Edit: @Yski I'll try messing around with it some more after work. I perhaps I was making some sort of consistent typo. And thanks pjf for spearheading this project and being so engaged with the community. It's awesome when mod authors listen to feedback. CKAN is a grand undertaking, and I know that there is a ton going on behind the scenes that may not always get the appreciation due. CKAN is a game-changer for me, and I'm looking forward to further amazing things! Keep up the great work!
  2. I'm still at work. Just a guess, but those look like inlet vanes, which are often stationary in turbojet engine inlets. These just direct airflow into the axial compressor at the proper angle/speed. The compressor is the part that actually spins. For instance, the Rolls-Royce Olympus. Most turbofans have the fan in front. This design is more fuel-efficient than a turbojet, and is found on most modern airliners. That being said, I have no idea about the part in question in KSP.
  3. So I guess the question is (I'm new to CKAN): if a mod doesn't officially support 1.0.3/1.0.4 yet, it won't be listed? Is there a way to override this?
  4. I think I'll give CKAN a try first. Thanks!
  5. I believe that this is intentional. Correct me if I'm wrong (I'm still stuck procrastinating here at work), but surface heating and part heating are now separate. From the changelog: Thermal: * 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes. * Parts now have separate internal temperature and skin temperatures. * Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage. * Part internal temperature is increased by modules that generate heat and is used for part-part conduction. * Part internal and skin temperature also conduct between each other. Hope that helps.
  6. Hey all, With the release of 1.0.3, I think that I am going to get back into KSP (it's been honestly a few months now). My question is this: I used to use KSP Mod Admin. It worked well enough. I also have heard of CKAN and Tinker Time. What mod manager do you like? Why? What are the pros and cons of each? Thanks and happy landings!
  7. There is a patch for this and a few other issues (including aero) that should be coming soon.
  8. I think that they are taking their time to get it right, which is awesome. Maybe we'll get an update with Devnote Tuesday.
  9. I was also wondering about the possibility of a 1.0.3 patch (I think Max may have mentioned a hotfix in a tweet recently). A lot of little things could still be made even better! Other than that, it's great to hear from the team again! U5 and the other changes sound awesome. Sounds like great problem-solving is already taking place!
  10. I know that it is significantly changed. FAR (a mod) used to have some Delta-V charts that are apparently fairly close. I'll see if I can find one. Edit: based on a quick search, it appears that Delta-V between planets should remain the same (which kind of makes sense when I, you know, actually think about it ). Where it will change is on bodies with an atmosphere. That being said, I'm sure that there will be plenty of new material being produced by the community in the coming days/weeks/months. My brief experience is that the new aero works kind of like FAR, but I also never have used FAR/NEAR. Oh, and WELCOME!
  11. I can't keep up anymore! So many bad gateways!
  12. I'm not familiar with this. Do you happen to have a link?
  13. But... I've gotten that beast into orbit. It was a trick, but it can be done. The harder part is reentry, which I found is tricky using just the MP engines. I have a screenshot of the Learstar A1 soaring over Kerbin after overshooting the KSC by a wide margin, but I don't know how to upload it.
  14. Did you attach one of the MJ parts to your craft? It won't work unless either the AR202 case or the other part (forget what it's called) is on your craft.
  15. Maybe it was just me, but the last time that I tested the tutorials, there were no maneuver nodes and a few other issues that made it completely unusable. I assume that the simulation for some reason reverted to a stage 0 career setup. I'm not sure if this was a one-time bug or specific to me, but I figure that a new player would be quite turned off by this.
  16. I actually found it to be a fairly nice vehicle. The thing that ended up helping me the most was flowing the fuel between the tanks that make up the EFT. They should really burn bottom to top, so fuel should be transferred to the front of the vehicle to help it stay stable.
  17. I figure that it was a reference to Monty Python and the Holy Grail. I answered "African or European swallow?" Guess it wasn't right.
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