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Everything posted by HebaruSan

  1. Until a week ago, DeployableEngines didn't have its own download. To install it, you had to download KerbalAtomics and then extract the DeployableEngines folder out of it. That's what CKAN was doing. Nertea was kind enough to create a separate download for it recently, which we switched to today. https://github.com/ChrisAdderley/DeployableEngines/releases https://github.com/KSP-CKAN/NetKAN/pull/6955
  2. HebaruSan

    Minmus basics

    Rendezvous will be easier if you're ahead of your target: pick a spot, drop a maneuver node, and boost the prograde vector until the close approach distance gets near zero. To catch up, you need to lower your orbit, which is going to be tough in the above pictured situation.
  3. Yup. The CKAN bot will pick it up automatically. And if a new version of KSP comes out and you discover that your mod's current version is still compatible, you can update the copy of that file on GitHub with a new value for KSP_VERSION_MAX, and the CKAN bot will update that without needing a new release (that's what the "URL" field does). If users have KSP-AVC installed, they'll be notified when you create a new release.
  4. Cool, see: https://github.com/CobaltWolf/Surface-Experiment-Pack/pull/40
  5. A .version file would help with this. Mind if I submit a pull request?
  6. HebaruSan

    [1.4.x] Scott Manley Head Pack Continued!

    Technically nothing is stopping other Youtubers from making themselves look more like Scott Manley.
  7. HebaruSan

    Minmus basics

    Another option is to do the plane change burn in low Kerbin orbit (target Minmus, find the AN/DN labels, burn north near DN or south near AN till they get near zero). This is a less efficient expenditure of delta V, but it can make finding the encounter much easier, since with zero relative inclination you can drag a maneuver around and have it touching Minmus's orbit at all times. (A third option is to do the plane change while launching to orbit, but that's kind of overkill just for Minmus.)
  8. This doesn't exist currently; CKAN will only manage mods that it installed itself. The best thing is to start with a clean, fresh copy of the game and then use CKAN to install the mods you want. There's some discussion of this here: https://github.com/KSP-CKAN/CKAN/issues/2186 https://github.com/KSP-CKAN/CKAN/issues/949
  9. That won't work in the current version of CKAN without some tweaking; see the post before yours.
  10. Yup, that issue was submitted, and we've got a plan for a fix for it. https://github.com/KSP-CKAN/CKAN/issues/2652 As a workaround till this is fixed, If you edit the .ckan file and change "recommends" to "depends", it should work.
  11. Well, six years ago there were two independent companies hoping to mine asteroids, and now there are zero, with one folding into a more conventional space company and the other joining a goofy crypto-scam outfit. I think it's fair to characterize the situation in 2013 as an overallocation of resources in anticipation of developments that didn't materialize on schedule. It's generally agreed that there was an "internet bubble" in the late 1990s, even though that market segment went on to be one of the most influential and highly valued of all time. To date we have yet to process Ton #1 of asteroid ore.
  12. Here's a previous discussion, I think we settled on DialogGUISprite as the best option:
  13. In depth explanation from actual physicist:
  14. HebaruSan

    [1.5.x] KerbalGPS Revived

    The latest download contains Kartographer instead of this mod. https://spacedock.info/mod/1949/KerbalGPS Revived/download/
  15. Try reporting this at the bug tracker: https://github.com/KSP-CKAN/CKAN/issues/new
  16. HebaruSan

    [UNSOLVED] Python-Script not working

    0.4.8 has this in its .version file: { "NAME": "kRPC", "URL": "http://ksp-avc.cybutek.net/version.php?id=254", "DOWNLOAD": "https://github.com/krpc/krpc/releases/latest", "VERSION": { "MAJOR": 0, "MINOR": 4, "PATCH": 8 }, "KSP_VERSION": { "MAJOR": 1, "MINOR": 5, "PATCH": 1 }, "KSP_VERSION_MAX": { "MAJOR": 1, "MINOR": 5, "PATCH": 1 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 2, "PATCH": 2 } } Should be fine for 1.4.2 if that's accurate.
  17. HebaruSan

    Okay, so I don't usually ask for homework help, but...

    Velocity is a vector, in your case consisting of a forwards component and an upwards component. Since there's no forward or backward acceleration, the forwards component is constant, and you can use d = v * T to find it. Just divide the horizontal distance traveled by the total time of flight, done. The upwards component is almost as easy. There's constant acceleration of -32.2 ft/s/s, so if the initial upwards velocity we're solving for is v0, then at time t it's v(t) = v0 - 32.2 ft/s/s * t. When the projectile reaches the highest point of its parabola, the vertical component of the velocity is 0 (think of this as gravity gradually erasing the initial upward velocity), so if you can determine that time by observation (meaning run your stopwatch till the peak), you can plug it in to solve v0 = 32.2 ft/s/s * ttop. Combine with the horizontal component to get the complete vector; if you need a single scalar value, try sqrt(horizontal * horizontal + vertical * vertical).
  18. The Lingoona format for that is <<1>>, and then pass the argument as an extra parameter to KSP.Localization.Localizer.Format: https://github.com/HebaruSan/Astrogator/blob/674952ab884a6b8c087d81957a36ce02c8cb0205/assets/lang/en-us.cfg#L10 astrogator_outboundHyperbolicError = <<1>> is on an escape trajectory.\nCapture to see transfers. https://github.com/HebaruSan/Astrogator/blob/674952ab884a6b8c087d81957a36ce02c8cb0205/src/ViewTools.cs#L1112-L1115 using KSP.Localization; return Localizer.Format( "astrogator_outboundHyperbolicError", TheName(model.origin) ); The documentation for this stuff, such as it is: http://lingoona.com/cgi-bin/grammar#l=en&amp;oh=1
  19. HebaruSan

    Stock built-in MOD manager

    Probably not, frankly.
  20. HebaruSan

    Stock built-in MOD manager

    This is a fairly frequent suggestion. Here's one recent discussion:
  21. HebaruSan

    Kerbal Engineer Redux's dV numbers are wrong?

    Your "current" stage has 0 m/s dV. KER wants you to stage immediately: Whatever this decoupler icon is, it's not shown in your VAB screenshot, so that would be the first thing to make consistent:
  22. HebaruSan

    [1.4.3] PicoPort, the Micro Docking Ports - v0.1.4

    0.1.5 download has an extra .version file with info for 0.1.4 at GameData\SHED\PicoPort\PicoPort.verison.
  23. HebaruSan

    How do you use the Rocket Equation?

    Imagine you're floating in deep space with a ball, and you throw it as fast as you can. What happens? (Assume for the sake of argument that you throw it so gracefully that you don't end up spinning around.) The momentum of a body is its mass times its velocity, and this is a conserved quantity. That means that your momentum plus the baseball's momentum is the same before and after your throw. Suppose we decide to measure everything in your original reference frame, so your initial velocity is 0, and therefore the total momentum is also 0. After the throw, your velocity and the ball's velocity change, but the total momentum remains 0. Massball * velocityball + massyou * velocityyou = 0 (where 'm' means mass, 'v' means velocity, 'b' means ball, 'y' means you, '0' means before, and '1' means after.) If we want to figure out how much you accelerated, we can use some simple arithmetic to rearrange the terms: velocityyou = -Massball * velocityball / massyou = -velocityball * Massball / massyou So, your velocity after the throw is the same as the ball's velocity times the ratio of the masses. (The negative sign just means you and the ball are moving in opposite directions.) The case of a rocket is similar but different. Instead of throwing one object one time, a rocket emits a continuous stream of propellant. Total momentum is still conserved, but the continuous nature of the propellant complicates things: the rocket's mass is also decreasing continuously, and the propellant that stays in the rocket partakes in the acceleration until it finally gets expelled. All of this requires the use of everyone's favorite tool for handling continuous quantities, the integral calculus. But at the end of that long road lies the familiar rocket equation, which still has the "ball"'s velocity and a ratio of masses, just in a bit different form.
  24. Nope. We have some questions you can answer to start figuring it out: https://github.com/KSP-CKAN/CKAN/issues/new