• Content Count

  • Joined

  • Last visited

Community Reputation

126 Excellent


About lordcirth

  • Rank
    Bottle Rocketeer

Profile Information

  • Location Array
  • Interests Array

Recent Profile Visitors

2,157 profile views
  1. Launching craft that both have the delta-v to go long distances, and re-entry capable, then throwing them away again, is inefficient. You can have nuclear-engine craft that do deep-space missions, and refuel them at stations. Either refueling from ISRU or Kerbin. For example, a mining base on Ike + a Duna/Ike station that you use to refuel Duna craft for landing and returns.
  2. So long as the node the part is in still exists *somewhere* in the new tree, the part will be put there. The node information is in the part definition, rather than the other way around.
  3. The LT-9 Nano Landing Leg is exactly the same mass as the stock LT-05 Micro - 15kg. Is this intended?
  4. I love these sorts of seamless expander modules!
  5. Kerbalism works fine in sandbox, yes. You will have all the passive part upgrades, so you may see some differences even with parts from early in the tree.
  6. That texture quality is ... staggering. Amazing work!
  7. Slots allow you to store more different output samples - eg, space low, space high, etc. But sample mass, the input, remains constant.
  8. Part repair requirements are different per-part; some are any Kerbal, some are engineer, some are engineer of Level >= X. This should be displayed in the VAB info of the part, under the Reliability module.
  9. Did you install via CKAN? In order for Kerbalism to work, you need Module Manager and Community Resource Pack.
  10. Basically I need to be able to specify the build inputs as a set of URLs and matching hashes. I can then copy them into _build. The package definition itself can't include the downloads, just the metadata to fetch them. So unless there is a better way, I will have to run the build script, look at everything in _build/lib etc, and figure out the matching urls. Or I could give up and fetch the binary. Not sure about the rules on that. For reference, this is the current definition: https://github.com/NixOS/nixpkgs/blob/69d58ee24506e2b3b5aff347ae3b0791110340ec/pkgs/games/ckan/default.nix
  11. Is there any way to build CKAN that doesn't involve running Cake to get all the dependencies automatically? I am attempting to update the NixOS package from 1.16.1 to 1.26.4, and the build sandbox does not have internet access. Normally Nix packages download their dependencies, hash them, and insert them into the build environment. But there are many dependencies pulled in by Cake, each of which presumably will have it's own updates to track. Is there at least a way to get Cake to dump the list of URLs needed, or something? Thanks.