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Jacke

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Everything posted by Jacke

  1. Again! Fly under the overpass in R&D!
  2. You installed KER with CKAN. When you uninstalled it, CKAN will only remove the files that it installed. Any config or other files that KER created will still be there. I don't think there's anything important there in your case, so you can do this to clean out KER while KSP isn't runninng. 1. Remove KER via CKAN. Exit CKAN. 2. Go to "GameData" and move the directory "KerbalEngineer" out of GameData, say to your desktop. Or you can rename it to something different. 3. Start CKAN. Click on "Refresh". Install KER. If KER installs without an error, start KSP via CKAN. It's all in "GameData/KerbalEngineer". This is what it looks like if you install it clean and start a new sandbox (career should be similar). 1. Create new KSP sandbox game. 2. Enter the VAB. You should see a white-on-black KER icon on the stock toolbar. 3. Place any command pod. You should see the KER icon change to white-on-grey and the KER window pop up, mostly as a title bar right now. 4. Click on the 2nd button from the right, "Settings". You'll see the Settings display in the KER window. 5. You may want to adjust "Flight Engineer activation mode" to Partless by pressing the "Partless" button. 6. You may want to adjust "Flight Engineer Career Limitations" by pressing "Kerbal" and "Tracking" to pop them out and turn them off. I believe those last two are for restricting KER in Careers by the level of Kerbal crew experience and the Tracking Center upgrades. If you don't see this, it's likely something else is screwing up KER. Need to see logs to have any idea of what the issue is. There are a number of ways to resolve other issues. Because you're installed via CKAN, you can follow this process to do a clean and reinstall of CKAN. https://github.com/KSP-CKAN/CKAN/wiki/Clean-and-reinstall-process
  3. There's something else involved. I just took my old KSP 1.3.1 install and added it into CKAN. I set it to only select KSP 1.3 compatibility. I then updated and saw there was only one version of KER that was compatible, 1.1.3.0. I installed it and lauched KSP. Could start a new game and go in and KER worked fine. I had to add a Command Pod, then I went into KER's setup and changed it to Partless just to have it work more simply.
  4. No, don't do that. Compatibility should be for the default KSP 1.4. That will match all of the 1.4.x versions. Other versions are not necessary. It shouldn't be splitting beyond that. Astronomer's Visual Pack and scatterer install in my CKAN, so there's something wrong in yours. What does your CKAN say are the compatible KSP versions checkmarked ? This is what happens on my CKAN when I install Astronomer's Visual Pack. Exactly what happens when you try to install AVP on your CKAN ?
  5. @Gordon Dry and @linuxgurugamer, thanks for keeping at improving Filter Extensions. It does help sorting through all those parts. And that's just stock. Add in Missing History, Kerbal Historical Institute, at least 4 parts packs that I know LGG is maintaining.... When I actually get to adding those parts packs into my game, I'll see how well it works with them.
  6. You may already know about these, but just in case. Available manually and in CKAN. GCMonitor has an FPS and memory overlay. [Mod]-F1 to toggle the main window, [Mod]-F to toggle the FPS and memory overlay. Memgraph can provide more info and can pad the heap memory. [Mod]-Pad* to toggle the window, see the OP for more functions.
  7. Hi @swoosh. I just want to confirm you're trying to install "Astronomer's Visual Pack" by @themaster401 (shows in CKAN as "themaster402" for some reason), version 3.7.4.0. There's also the original "Astronomer's Visual Pack (depreciated)" by @Astronomer, but that's for max KSP 1.0.4. Don't try to install that. You shouldn't even see that except if viewing "Filter (All)". Next question, have you modified your KSP install in any way besides using CKAN? Have you manually installed any mods or changed files within mods except by running CKAN and KSP? Also, I'd suggest you check your CKAN client program's compatible KSP versions. Click on the top "Settings" then "Compatible KSP versions". The window "Compatible KSP versions" should pop up. By default, it should have KSP 1.4 checked and only it. Can you tell me what it has checked?
  8. It's a packaging system in development. I saw similar things with Debian apt many many years ago. The Debian Policy Manual is full of rules crafted out from experience on how to make Debian apt's packaging system work. And CKAN isn't in a position of authority to make all mod authors conform to standards like Debian is. They have to take the tools (.version files and KSP-AVC, GitHut, Spacedock, and what they build into the CKAN client and online metadata) and encourage and support best practices. Which evolves as everyone learns more and things are improved. Packaging systems are worth it. Debian apt makes packaging of software and other things work on Debian servers and workstations with minimal admin. Using CKAN is a lot easier to manage modding of KSP than doing it manually, even with the aid of JSGME. I still use JSGME but very carefully and only when I have to.
  9. Because of the SOI transition, that might not be possible. But you can see where it enters the atmosphere. I'd say you can get a rough positioning before entering the SOI. However, upon entering the SOI, you should plan for an immediate course correction burn to adjust the landing using the information from Trajectories if the rough positioning isn't sufficiently accurate.
  10. You want to talk to @HebaruSan, or someone of equal knowledge about .version files, KSP-AVC, and CKAN, about exactly how to do that. I'm still learning this. Best to get it right the first time.
  11. Well.... As a rule-of-thumb, in the real world, apparently the volume of a launch vehicle is proportional to its cost. Which is why it is often more cost effective to use denser-and-lower-Isp fuel+oxidizer mixes in the lower stages and less-dense-but-higher-Isp fuel+oxidizer mixes in the upper stages, to lower volume for a given payload. (There's also the rule of thumb that there are 5 costs associated with a spacecraft mission that tend to be about the same: #1 the launch vehicle, #2 the spacecraft bus (the common standard elements), #3 the payload (the specific stuff for this spacecraft), #4 ground support, and #5 integration of the lot.)
  12. CKAN does allow the compatibility information to be updated by the online copy of the .version file pointed at by its URL field. In a Issue discussion, @HebaruSan said this: "Updating the online .version file pointed to by URL allows mod authors to extend or change the game version compatibility info without requiring users to download a new copy of the mod (note that KSP-AVC also works this way)." That's the URL field in the .version file. If that online version is changed, what KSP-AVC and CKAN think of that releases' compatibility will be updated.
  13. As @linuxgurugamer pointed out in the post right above yours, the mod still works in KSP 1.4.5. And the download still works. What more is needed?
  14. Are you putting the MechJeb processor part, the AR202, on your rockets, preferably on the Command pod? Won't work even in the VAB/SPH until you do that. If that's not it, you'll have to provide logs. Follow the link in my signature on how to do that. If it is because of the AR202, you could go partless. Use a Module Manager script to add MechJeb processors to all Command pods. That way you'll have MechJeb in the editor as soon as you put in a Command Pod and in flight whenever you have focus on a Command-pod containing vessel. Here's the Module Manager script I use to add MechJeb to all Command pods and the External Command Seat as well as unlock all functions at Career start. Needs the mod ModuleManager with the mod Take Command recommended for the External Command Seat to be crewed in the VAB (coming to stock in KSP 1.5). https://www.dropbox.com/s/h2qtqbd0rgekyrg/MMJ-MechJeb-MC%2BKS.20180321a.cfg?dl=1
  15. The link to GitHub is already there mentioned for source. CKAN is definitely worth it. I've used the mod enabler JSGME for years. Switching as much as possible to CKAN has allowed me to easily run several KSP installs. Example, one for KSP 1.4.5 without the Expansion, another for KSP 1.4.5E with the Expansion, and one with KSP 1.4.5E for testing with minimal mods (to narrow bugs to minimal mod sets and other uses). Could easily add more. I think Kerbalism on CKAN could be made to work. I put the details in a CKAN issue. https://github.com/KSP-CKAN/NetKAN/issues/6724 Talking with the CKAN dudes about fixing things is the way to go, especially as Kerbalism wants to support releases for both KSP 1.3.1 and KSP 1.4.5. My 2nd post in that CKAN issue has a possible solution. @HebaruSan replied and indicated it might be able to work.
  16. I think I have this figured out and I have a workaround. EDIT: And there appears to be other issues. I'll have to PM @N70.
  17. I think there's some options that may have to be adjusted from the default Hard Advanced Game Difficulty. I can see the Pressure and G-Force Limits being enabled. Also perhaps Require Signal for Control and Plasma Blackout.
  18. You just don't do that with any packaging system, which is what CKAN is. That is storing up a problem and making it worse. At a minimum, you are combining two versions of a mod. Most mods have problems with that, which is why the mod authors ask players doing manual installs to completely delete the old mod directory before installing the new version. CKAN doesn't know what you manually installed. It can't tell the difference between the files you put in and the files the mod has generated while running in KSP. And CKAN doesn't do the brutal maximum because there will be cases when that is wrong. Clashes like this shouldn't happen often, so it's best to manually fix it. Just do what CKAN is requesting and remove the manually installed mod. You can move it or delete it. Which is exactly right.
  19. "Racing through the night across the star swept grasslands of Kerbin, Jebediah Kerman was worried. What would happen if he paid the ferryman before he got him to the other side? Warmed by the cheery glowing warmth of his rover Mad Max's RTGs, he had a hard time thinking of dark thoughts. But the cruel seas of Kerbin had already claimed 2 vessels and Val and Bill still hadn't dried out completely. Jeb decided he'd worry about the sea and the ferry when he got to them. "That was a good choice, as the Kraken decided at that moment to reach out through the mists of...the misty mists. And give a little nudge to Mad Max. Who promptly decided the best thing to do when nudged by the Almight Kraken was to explode. Partly. "Jeb fought to control Mad Max even as Mad Max fought to send little bits of itself across the plain. The rover crashed across the verge until it came to a stop. "Was this the end? "No. This was Jebediah Kerman. Past veteran of spaceflight. Jet flight. And a few soggy boat trips. Explosions! Ha! What did explosions mean to Jeb Kerman? That it's Tuesday." "Jeb exited the smoking ruin of a rover. Back to KSC or forward to the ferry? Either way it was a long walk." Or Not a Bomb.
  20. So, I'm getting ready to do a Caveman run (after I finish some recce for another project) and was wanting to clarify some of the details. How much part clipping is allowed? That's not mentioned in the original post. Anything else specific besides generally avoiding what makes the stock game easier? And the other constraints mentioned, example "No kraken/ladder drives or similar contraptions" What exactly are kraken/ladder-drives? Are ladder drivers a spacecraft with a Kerbal hanging onto a ladder to get EVA reports off the surface of Kerbin? (Which is supposed to be impossible with all level 1 facilities.) Other likely contraptions likely to match this one? For the top three tiers, Corundum, Diamond, and Nanocrystaline Diamond, this post is used as the standard with respectively 30%, 20%, and 10% Science return. But that's an older version of KSP. For 1.4.5, I'm assuming "Enable Comm Network" is On, which finishes the currrent Basic Game Difficulty screen. But what about the Advanced Game Difficulty? Do we follow what @Human Person did in the 2nd post ?
  21. Find a way to secure the cargo with its CoM as close as possible to the empty shuttle's CoM. That way the cargo-empty to the cargo-max shuttle has balanced RCS.
  22. One more booster . . . There's a real KSP song possible in an adaption of "One Day More".
  23. Plan ahead of time while designing the spacecraft. Plan out the mission. Balance the RCS in the VAB on the post-deployment configuration. Figure out when you need well-balanced RCS and make sure the spacecraft has balanced RCS at that time. I've done things like shifting parts to put the fuel tanks and RCS tanks nearer the Centre of Mass so they stay close to balanced over fuel consumption. I've even projected what the fuel load would be at the most critical time and made sure balance was good then. I've even sometimes added RCS engines to dropped parts to extend well-balance RCS over more of the flight.
  24. If you're on a Windows (recent version) computer, in recent KSP versions it's in your user profile directory, normally located here: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\ More details in the troubleshooting post linked in my signature.
  25. There's a couple options in stock KSP and another mod that might help. Press the Caps-Lock key to toggle precision controls on and off. Instead of your WSADQE key presses immediately forcing the pitch, yaw, and/or roll to maximum, they'll slowly ramp up, allowing short key-presses for fine adjustment. There's also trim controls on all three axes, pitch, yaw, roll. Trim shifts the zero point of the controls away from its default (control surfaces in default positions). Apply trim by using the [Mod] key (on Windows it's the Alt key) with the WSADQE keys. From the KSP Wiki's article on Key bindings: Mod + W/S/A/D/Q/E Trim pitch/yaw/roll 0.15.0 Mod + X Reset trim 0.15.0 Trim really only needs to be used with pitch (Mod+S, Mod+W, Mod+X) to maintain level flight. Mod+S pulls back on the stick until the aircraft is either flying level or ascending or descending at about the rate desired. Mod+W to reduce the pitch trim and Mod+X to reset trim if needed. There's also the mod TAC Sticky Controls that acts like trim.
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