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Everything posted by damerell

  1. You can tell CKAN to allow mods from newer versions, which you can easily do to install a parts pack that's likely to work anyway. Then you can report a github issue to CKAN so they can update the metadata. You need to follow the instructions at - a screenshot tells the mod author very little.
  2. I spent a lot of time on Minmus, well, not actually on Minmus. The almost complete lack of traction means once you eventually are up to speed, there is no prospect of braking. My later low-g rovers mounted nose thrusters.
  3. Second the motion. I find that setting a target altitude normally results in a very aggressive climb, and often the plane limps upwards in a series of near-stall events.
  4. FWIW, this isn't dead, just resting. I'm likely to get a significantly faster CPU in the next few months, so I'm not playing KSP until it turns up.
  5. If I had known the answer, I would have posted it. Since I didn't, I posted how to find it. Given a choice between me rummaging through the thread and the person who actually needs to know doing it, I declined to do it myself. What's odd about that?
  6. https://forum.kerbalspaceprogram.com/index.php?/topic/196855-campaign-for-real-electriccharge/ may prove useful. I have been tangling with MM seriously for the first time, and most of what I want to do there is apply a patch to all objects of a given type. http://www.chiark.greenend.org.uk/~damerell/games/ksp/CAMREC/CAMREC.cfg is the actual MM file buried in the walls of text.
  7. Manual installation is a last resort; CKAN metadata gets dependencies and conflicts right for you (if it's right, but if it's not, at least it only has to be fixed once to help everyone). You'll need in any event to go back up the thread to find the fix for the light globe part.
  8. Surely the obvious answer is to stop exploiting the bug where the converters work when uninflated. Inflate them when you get to space and see if there is any unexpected behaviour after that.
  9. It's kind of you to say so, but I'm not sure there is much left to be done (one or two things) until release and (if anyone else uses it) thinking about mod parts that it doesn't play nice with. Progress is kind of limited by me being too lazy to do anything about it unless my current in-game objectives need a particular kind of part's EC usage looked at.
  10. If I understand it correctly, the MedBay can cure Kerbals; the KModule cannot. This matters if a detached expedition's planning is incorrect and it manages to return or be rescued anyway. Otherwise, yes, prevention is better than cure.
  11. I suppose given he's American we should be grateful he doesn't think in BTUs or something. :-/
  12. Oh, I didn't read it as criticism, just as a straightforward suggestion. While I'm here: Russian RITM-200 icebreaker power plant: 175MW/1100 tonnes = 160 W/kg. USI 0.625m nuclear power plant: 190 W/kg (@ 1EC = 1 kJ) USI 3.75m nuclear power plant: 180 W/kg. I guess I can leave those alone.
  13. I'm not sure if you mean "why are you writing rules for specific mods?" or "why are you writing generic rules which will edit any part with a given function, rather than explicitly naming stock parts for conversion?" The answer to the first question is I'm writing the mod I want to use; since I use Kerbal Foundries, ODFC, and Universal Storage (for example), I'm writing configuration to handle those parts. The order in which I'm doing things reflects what I'm trying to get done in my current game; I wrote the KSPWheel rebalancing bit before the ion engine bit because I'm building big rove
  14. I hit on a better approach; rewrite ion engines as multimodes, with "Accelerated" (realistic EC/s, unrealistic thrust) and "Realistic" (realistic EC/s and thrust) modes, with the default being "Accelerated" to minimise user surprise.
  15. Ah! That makes sense of oddballs like the Ranger Agricultural Module. Thanks.
  16. You're not wrong. It doesn't help that the most up-to-date documentation is in KSPedia... except some bug makes it not appear in KSPedia. Some of this may be wrong, but it reflects my best understanding. "Agronomics" makes Supplies from Mulch and Fertilizer. "Cultivate" is used to produce Supplies from Fertilizer, Water, and Substrate/Dirt. The (to me, rather niche) use case is if you want to produce excess Supplies above and beyond the available Mulch - perhaps because you are sending an expedition from your base that will not carry Agroponics. "Agriculture" makes Organics from
  17. I've posted a new version of the Module Manager config using some help from the MM thread, and which gives more realistic (high!) power requirements for Kerbal Foundries and stock wheels. However, I've run into the first real tangle. IRL, the NSTAR uses 2.1kW for 92 mN thrust. The KSP Dawn uses 8.74EC/s for 2kN thrust. If the thrust isn't adjusted, the electricity requirement will be enormous (ie, circa 40 _MW_), but if the thrust is adjusted, first of all I'm stepping outside my remit of just correcting EC usage and not worrying about parts like reaction wheels that do the impossible wit
  18. I don't wish to be the voice of cynicism (actually, I do) but if you examine their post history you will find the answer to that is almost certainly "no".
  19. I play with FAR, so this may not help with stock aero, but that looks far more convincing to me than those stubby little wings and tiny control surfaces. The other craft just looks very short of control authority.
  20. Gah, this is like being a LISP programmer. However, removing the extra square brackets doesn't make a difference. Sorry, I wrote that in a hurry. To be more clear: @PART:HAS[@MODULE[ModuleGenerator]:HAS[!INPUT_RESOURCE,@OUTPUT_RESOURCE[ElectricCharge]:HAS[#rate[>0]]],!OUTPUT_RESOURCE:HAS[~name[ElectricCharge]]]:LAST[CAMREC] { does select an RTG that outputs LF.
  21. Aha, but I can do: @PART:HAS[@MODULE[ModuleGenerator]:HAS[@OUTPUT_RESOURCE:HAS[~name[ElectricCharge]]]]:LAST[CAMREC] { %tags ^= :$: CAMRECnotRTG: } @PART:HAS[@MODULE[ModuleGenerator]:HAS[!INPUT_RESOURCE,@OUTPUT_RESOURCE[ElectricCharge]:HAS[#rate[>0]]],~tags[*CAMRECnotRTG*]]:LAST[CAMREC] { @description ^= :$: CAMREC RTG buff.: @MODULE[ModuleGenerator] { @OUTPUT_RESOURCE[ElectricCharge] { @rate *= 3 } } } and that _does_ cut out the modified RTG that makes LF. Thanks.
  22. Now I have @PART:HAS[@MODULE[ModuleGenerator]:HAS[!INPUT_RESOURCE,@OUTPUT_RESOURCE[ElectricCharge]:HAS[#rate[>0]]],!OUTPUT_RESOURCE:[HAS[~name[ElectricCharge]]]]:LAST[CAMREC] { Unfortunately, this still selects the RTG that also outputs LF. (Is there a way to test for the number of output resources, please? That would fix all my problems.) @PART:HAS[@MODULE[ModuleResourceConverter]:HAS[@INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]],@INPUT_RESOURCE:HAS[#ResourceName[Oxidizer]],@OUTPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]]],!OUTPUT_RESOURCE:HAS[~ResourceName[ElectricCha
  23. KSP 1.9.1, installed only Hangar, SmartParts, and their dependencies (AT Utils, MM, CRP, KSP AVC) via CKAN. If I put down a Box Fairing in the VAB and right-click it, "Edit Contents" doesn't appear, and there's no Hangar button on the toolbar. http://www.chiark.greenend.org.uk/~damerell/games/ksp/hangar/ has the logs. "Cannot find a PartModule of typename 'Hangar'" and "Cannot find a PartModule of typename 'SimpleHangarStorage'" seem curious. (The AT Utils install at the very least looks just like the one I have in a non-clean install where it _does_ work). Anything else you nee
  24. I am taking my first steps into the world of ModuleManager. I wrote the following line to try and identify RTGs: @PART:HAS[@MODULE[ModuleGenerator]:HAS[!INPUT_RESOURCE,!OUTPUT_RESOURCE[~ElectricCharge],@OUTPUT_RESOURCE[ElectricCharge]:HAS[#rate[>0]]]]:LAST[CAMREC] { This edits RTGs... but, however, if I temporarily make the RTG generate LF out of nowhere as well as EC, it becomes clear the bit I expected to rule out any part with an output resource that's not EC doesn't work. Then I went for fuel cells: @PART:HAS[@MODULE[ModuleResourceConverter]:HAS[@INPUT_RESOURCE:HAS
  25. I had the time to have a crack at this tonight, and wrote the wall of text below while writing a ModuleManager file; this takes care of my most immediate need, launching comsats in my current game with plausible solar / RTG performance. (But no; there's actually a problem with dish performance. A RemoteTech Reflectron GX-128 pulls 2.8 EC/s just to tick over; stock antennae want between 20 and 200 EC/s to transmit data. If these are kW, this looks odd in view of the way that, say, Voyager 1's RTGs only put out 470W at launch and we can still talk to it now. RemoteTech's root range model do
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