IntoSpaceAgain
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Posts posted by IntoSpaceAgain
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If you look it the tracking station, you should see some waypoint markers pointing you to suggested locations where you can complete those particular missions.
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On 06/01/2016 at 3:11 PM, Yemo said:
Need input from the community:
Is there some kind of consensus at the moment, which contract packs work well to replace the bad stock contracts for a unmanned & airplanes first career (like SETI)?
I m not up to date and due to time restrictions I can't really test it as well as I would like to. Though I would like to recommend those packs when someone installs the SETI-BalanceMod or the UnmannedBeforeManned mods via CKAN.
Current thoughts (in order of CKAN appearance):
1. Anomaly Surveyor
2. Bases and Stations
3. Field Research
4. Giving Aircraft a Purpose
5. Remote Tech
6. Rover Missions Redux
7. Tourism PlusAre any of those above not working well with others, or are there any problems with the list above, in general?
I m not sure about a general progression pack, on CKAN there are SETIcontracts (and Initial Contracts), AdvancedProgression, GrandTours, Historic Missions and Unmanned Contracts.
Without bias (since I made SETIcontracts), which of them provides the best progression for a tech tree starting unmanned, given their current state? And works well enough together with the special contract packs above?
I'm really enjoying the progression of the Historic Missions pack, which starts off with sub-orbital probes and follows Soviet & NASA missions in scope.
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Hi @Whitecat106. I know you've only recently fixed the Apollo-1 mission, but could you capitalise the 'trivial' as Linux doesn't like that lower-case T and it was giving me issues until I changed it ;-).
Thanks for a great contract pack. Really enjoying the progression.
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There's already an 'upgradeable' filter in the GUI.
Edit to add: Also there's a button to add all upgradeable mods automatically.
If you're using the command line, simply use the "upgrade --all" flag and CKAN will install all available updates. -
Do you have Science Alert installed, because that sounds very much like the bug with that mod?
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The only runways in the vanilla game are those at KSC and the island airfield.
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Basically it was compiled to work with v1.5.5 of CKAN and hasn't been updated since January. None of the nlight's plugins work with the latest version.
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Looks like your KerbalStuff link in the OP is wrong; should be this one: https://kerbalstuff.com/mod/1206/Hide%20Empty%20Tech%20Nodes
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Player.log is located in ~/.config/unity3d/Squad/Kerbal Space Program/
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Open terminal and run 'mono fullpath/ckan.exe' That should do it. after a while i got lazy and dropped ckan into 'home' folder and now start it as 'mono ckan.exe'
Also being a nix/ubuntu-whatever nooby i can't for the life of me run shellscripts through GUI, i gave it permissions, checkbox "allow executing as a program' is checked but it still launches as a text file. I exhausted first page of google and just gave up, which is sad. I suspect it's got something to do with default application in 'open with', but 'awesome shellscript launcher' is missing from the list.
Change the default application to Mono Runtime and you should be able to run it directly. At least, that's what mine is set to.
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There are areas of water found within several of Kerbin's biomes. There should be some waypoints in the map pointing you to suitable locations.
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Hey this is probably just something temporary, but i have to ask anyway. When i go to settings and i try to add a new repository i guess its called (i want to add the mechjeb-dev branch) CKAN hangs when i press New, and then eventually pops up a new window with "Failed to fetch master list". Am i doing anything wrong? Thank you.
Just came here to report the same issue with CKAN this morning.
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MechJeb already stores a config for each ship within MechJeb2/Plugins/PluginData/MechJeb2. I've not tried changing any of them myself, but they contain all the requisite parameters so I assume they'll do what you want.
Edit: Damn, Sarbian beat me to it. :-P
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@Sarbian
My issue with the below in bold. Is that yes, the turn starts early and I don't mind. But my apoapsis never gets above 20km. Ever. The turn starts early, I reach an exceptionally low apoapsis (when successful), I burn up in atmosphere while trying to complete Gturn.
If you're burning up during the gravity turn, it suggests that your TWR is too high. Try limiting your acceleration to around 15-16 m/s/s until 25km, or thrust limiting the rockets to give a TWR of around 1.5 on the pad.
With these numbers, the ascent profile I use is as follows:
Turn Start: 100m/sTurn End: 50km
Turn Shape: 66%
This gets me to an 80km orbit with the majority of the rockets I build.
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Updating KIS to the latest version should solve the issue.
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2. Why can't CKAN manage any mods that are supported that I have already installed manually? Why make me uninstall nearly 30 mods just so I can reinstall them with CKAN? It seems to me it would not be that hard to do. I mean CKAN detects mods I have installed why not give an option to replace any detected mod that is already installed?
The Migration Tool plugin written by nlight works well for installing automatically detected mods.
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Hmm...You might want to look at the slide time as well, ryohpops. 344,542.719 seconds seems a little excessive.
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Having a UI would be very useful for changing the settings.
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Well, one of the mods which CKAN is listing at the moment is Real Roster which not only isn't being updated anymore, but has had the download removed and so simply gives an error when you attempt to install it.
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You should be starting the gravity turn well below 10KM. I have mine set to start at 1KM with a TWR of no more than about 1.5 - 1.6.
This is the same setting I used in 0.90 with FAR and works well for the majority of the rockets I build. I've never needed to limit AoA in ascent guidance.
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Haven't use CrewQueue before and don't know what the issue was between it and Final Frontier, but so far they seem to be working okay for me.
Having said that, I am getting an exception in the log. It doesn't seem to be causing an issue that I can see, though: https://www.dropbox.com/s/77rbgptkrkvtjub/output_log.txt?dl=0
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I had the Mun flyby mission fail to complete earlier today as well with the latest version. I thought maybe it was because I didn't leave the SOI as I had a mission for an impact, but I guess not.
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It's updated to 0.3.4 on KerbalStuff. It just looks like linuxgurugamer hasn't updated the thread to reflect the updates.
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Just a heads up, nightingale. The latest zip is named as 2.0.0 not 2.2.0.
The Comprehensive Kerbal Archive Network (CKAN) Package Manager; v1.18.0 [19 June 2016]
in KSP1 Mod Releases
Posted
I suspect there's an issue with the Netkan for @Papa_Joe's Connected Living Space. When I try to update, CKAN fails with the error "Failed to download "https://spacedock.info/mod/190/Connected Living Space/download/1.2.1.2" - error: The remote server returned an error: (404) Not Found." Judging by where the hyperlink ends, I'm guessing there are spaces that shouldn't be there.