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HebaruSan

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  1. Hi, the "AD" string in the "Installed" column stands for "auto-detected", and it means that CKAN thinks those mods were installed manually (by you, not by CKAN). So it doesn't have the information about which versions are installed or when.
  2. There are three main areas in which you need to spend Δv to get to orbit: Orbital velocity This is simply how fast you must be going once you're in orbit to stay in orbit. The vis-viva equation is great for calculating this (you can simplify it a bit for circular orbits): https://en.wikipedia.org/wiki/Vis-viva_equation You'll need to know the mass of the body from which you're launching (M), which can be gotten from the KSP wiki: https://wiki.kerbalspaceprogram.com/wiki/Kerbin ... and the size of your orbit (r and a), which is the body's radius (also available from the wiki) plus your altitude in orbit (generally 70 km or thereabouts for "the minimum orbit possible"). Gravity losses To get to orbit, you have to travel at least 70 km upwards. That costs energy, and the whole time you're climbing up there gravity will be pulling you back down. Unfortunately rather than something like the vis-viva equation, gravity losses require solving complicated differential equations that relate to your exact flight path, so folks tend to determine this by trial and error, generally following approximately optimal paths to orbit to control for many of the variables. Drag losses When launching from a body with an atmosphere, gravity is not the only force holding you back; you also need to spend extra energy to punch through all that air between you and space. Much like with gravity losses, this is very complicated to pre-calculate, but unlike gravity losses it also depends on the thickness of the atmosphere at different altitudes and the details of how your craft is put together; it'll take a lot more energy to push a big draggy sail through the atmosphere than a sleek spear. Again people usually apply rules of thumb to avoid overly draggy craft and then use trial and error. If you're curious to see a code implementation of a mediocre (but fast) approximation of this calulation, I had to write one for Astrogator. It approximates the difficult components with hard coded linear factors determined empirically using a spreadsheet of the Δv requirements and mass and atmospheric data. I wouldn't necessarily recommend using this exact calculation yourself, but it can give an idea of what's involved and why there isn't one simple equation you can use: https://github.com/HebaruSan/Astrogator/blob/a57c8ec15a4137abbd5c2b5fe31127531173a136/Source/PhysicsTools.cs#L63-L95 EDIT: This link from that code is a previous discussion covering most of the same concepts better than I have here:
  3. Hi moderators, I'm commenting here because there's no "report" option on https://forum.kerbalspaceprogram.com/index.php?/guidelines/ ... The text "here" is a link to https://www.kerbalspaceprogram.com/add-on-posting-rules/ , which is a 404 broken link. So the add-on posting rules currently aren't very easy to find.
  4. Hi, I'm looking at this for a CKAN thing, and I think there is a problem with the ZIP: The FoxDefenseContracts folder in GameData contains another FoxDefenseContracts folder, but the part configs seem to assume there will be only one; this will not load if the current structure in the ZIP is copied to GameData: fireSoundPath = FoxDefenseContracts/Sounds/105mm There is also a .git folder in the ZIP, which users probably should not install.
  5. Hi, BackgroundResources was changed from a dependency to a recommendation in CKAN after this: https://github.com/JPLRepo/DeepFreeze/issues/96#issuecomment-583789984 If that has changed again, we'd be happy to change it back.
  6. https://blogs.nasa.gov/webb/2022/05/09/miris-sharper-view-hints-at-new-possibilities-for-science/
  7. How will non-CKAN users be alerted to this? Neither mod's thread OP says anything about a conflict.
  8. Just elaborating a bit for those who keep asking, we've had a pending request to add this mod to CKAN since October 2021: https://github.com/KSP-CKAN/NetKAN/pull/8788 But the required MoarKerbals update isn't in CKAN yet (initially it was a pre-release, which LGG has now removed, and Curseforge doesn't allow CKAN to access its mods), so we're waiting for that to resolve (hence why I'm here reading up on recent developments).
  9. FYI, these links are broken; their URLs say "MoarKerbal" instead of "MoarKerbals".
  10. If you're using Curseforge's mod installer, stop.
  11. Yeah, there's always the old argument that it could have been a lot worse if not for all these great things the director did. But there's also the counter argument that world-class award-winning management ought to have produced better estimates earlier on. If they had said in 1996 that it would cost $9.7B (rather than $0.5B) and launch in Dec 2021 (rather than 2007), and hit those targets, that unquestionably would have been worthy of some project management awards. Presumably this "Sammie" committee will consider these sorts of factors and investigate as well as they can.
  12. CKAN itself does this. https://github.com/KSP-CKAN/CKAN/pull/2962 When that screen appears, examine the listed folders to make sure they don't contain any files that you wish to keep, then click "Delete Checked" (or just "Delete" on Windows?).
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