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Everything posted by linuxgurugamer
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Thomas the Train -- From Childhood to KSP!
linuxgurugamer replied to ghostbuzzer7's topic in KSP1 The Spacecraft Exchange
Upload to KerbolX, please. but, Great Job! - - - Updated - - - Now you need to get the rest of the gang -
some more information is needed: What version of KSP? Are you running any mods? If so, which ones, and how were they installed? Craft file would be useful, as would a save game - - - Updated - - - This actually makes the most sense, since you did mention about "turning off sas", which implies that it's on, which implies that electric charge is being used.
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[1.0.5]FancyMouse's modlet (v0.3) (2016/2/29)
linuxgurugamer replied to FancyMouse's topic in KSP1 Mod Releases
f Woohoo! Thank you, I get that often enough to be very annoying. LGG -
Hi, I'm going to be writing a mod in the next few weeks which will automatically name vessels according to a specified format. The basic idea is that you will have a name format something like this: [Prefix][VT][PM][sM][TM]-[Number][Name] and would then be able to select from a number of dropdowns an entry for each of the fields. Also, an added piece would be that at launch time, the [Number] field would be replaced by a number indicating the number of launches for that particular craft, also, there would be a replacable field for the launch date/time. The name format will be fully customizable, and additional field can be defined in .cfg files Down the road, I'm hoping to add a right-clickable menu item to crafts to be able to call up a dialog to specify names during flight. There will be several pre-defined name formats available to choose from. The idea is to have a standardized set of names, and also to avoid having multiple ships with the same name. So, I'm looking for ideas for names for this mod. LGG
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How would this affect existing saves? Would it just be non-functional?
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@FreeThinker: Yes. You just have to specify Curse in the netkan. According to the CKAN spec: #/ckan/http/:url Indicates data should be fetched from a HTTP server, using the :url provided. For example: #"$kref" : "#/ckan/http/https://ksp.marce.at/Home/DownloadMod?modId=2", Obviously replace the url with yours. This is only available in the CKAN spec 1.6, so you would also need the following line: "version" : "1.6", - - - Updated - - - @politas As of now, it's not a mod, it's just an external program You are correct. Which is why I've dropped the idea, and am now just giving the user instructions in a dialog after the craft is imported. However, it is possible to have a custom command for each OS, or, have the user enter a command line. Also, when calling CKAN on the command line, it does send errors to the stdout (console), which can be captured and displayed. LGG
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The netkan I posted was an example, ripped from several sources :-) Here is a link to AutoPruner: http://forum.kerbalspaceprogram.com/threads/101309-Script-AutoPruner-v1-1-Prune-those-parts-that-suck-up-your-RAM!-(2015-018) Here is the current version of the netkan, in a working state: { "spec_version": "1.4", "identifier": "AntennaRangePatches", "name": "Antenna Range Patches", "$vref": "#/ckan/ksp-avc", "version":"0.1.0", "license": "MIT", "download": "https://dl.dropboxusercontent.com/s/qb74avlcski8y1o/arp.zip?dl=0", "depends": [ { "name": "AntennaRange" }, { "name": "ModuleManager" } ], "conflicts": [ { "name": "AntennaPatch4AntennaRange"} ], "install": [ { "find" : "AntennaRangePatches", "install_to" : "GameData" }, { "find" : "AutoPruner", "install_to" : "GameRoot" } ], "recommends": [ { "name": "RemoteTech" }, { "name": "Antennas" } ] } - - - Updated - - - CraftImport can download from KerbalX. KerbalX can also supply a .ckan to install any mods the craft file needs. If mods aren't available for the craft, I want to start CKAN to install them, and also exit the game when doing so. For now, I'm just downloading the .ckan file and giving the user instructions.
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Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Thanks for sending me the file via Dropbox. I've done a little testing with Mechjeb. Looks interesting, but isn't a lot of extra Dv beyond Minmus (so far). I think you may want to add another Twin-boar booster at launch. Also, think about setting up some asparagus staging -
Sure. I'll take a look at it later this evening, if it's ok with you, I'll write the netkan file and upload it. It would be better to put the pack up on Kerbalstuff rather than dropbox. Even GitHub would be better than dropbox. If you do, please let me know. for now, I'll reference the dropbox link. LGG
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Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Take a look at the lifter I made for it: http://forum.kerbalspaceprogram.com/threads/27424-Cupcake-s-Dropship-Dealership?p=2227888&viewfull=1#post2227888 This was stock, but it works well with FAR. I can send you the craft file if you like. FYI, your link goes to google drive and requires permission -
Just released 0.4.0, which adds KerbalX support
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I'm trying to call CKAN from inside a mod. I'd rather not have to change the default install. Right now, I need to do the following: ckan ksp list (to get a list of all the installs) ckan ksp default "name of install I want to use" ckan list (to get a list of installed mods) I already know the directory, what I'd like to do, if possible is: ckan list kspdir "installdir to list mods" or, at least, to do the following: ckan.exe kspdir default "KSPInstallDir"
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First, thanks for thinking of the toggle. I've done this for several of my mods, I prefer the flexibility of choosing which one to use. Second, while I wasn't aware of the patches page, I do have a problem with it. Specifically, installation via CKAN. Another user made a whole series of patches which cover the following mods: // RemoteTech2 // Squad // Hyomoto Aerospace // Dmagic // DongFangHong // FASA By Frizzank & APOLLO By DennyTX // NovaPunch // Telemachus // Lionhead // AIES // LLL-Lite // Tantares // HGR // RemoteTech2 To AntennaRange // MWIndustries //UmbraSpaceIndustries They are available on GitHub at https://github.com/Mecripp Except for the RemoteTech one, they are all pretty simple. RemoteTech is special in that it needs some additional stuff removed. I've written a file for AutoPruner which will take care of that. I was working on a mod today which would package all these up in a single mod file, installable via CKAN. I'd be happy to work with you, both to put all of these on your page as well as making an installable mod to make it easier for people to install. FYI, I've been using RT until now, but am very frustrated with the complexity and level of micromanaging that it requires. I found that AntennaRange does a really nice job of adding the necessity for different antennas without making it complicated to use. Another suggestion you might want to consider is this: In a dialog, allow the user to select two locations (ie: Kerbin, Duna), and to specify an antenna for each location, and show how well the combination will work between the two locations. On a different note, I updated one of my mods (Unmanned Contracts) to be compatible with AntennaRange LGG
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Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
It shouldn't be any harder than yours. I haven't done it manually, but essentially, I think the following would work: 1. Take off at full power. 2. Got vertical for at least 1km. Won't take long. 3. Watch your speed, don't overspeed, especially in the atmo. When you start seeing heating, reduce the throttle a bit. 4. after 1 km, start your tilt to the east. Don't tilt over more than 4-5 degrees. 5. Be sure to stage as soon as each set is empty, you don't want to be hauling unnecessary weight The only thing really different is the more powerful engines, and the asparagus staging. Don't worry about the challenge, if you can do it, great, otherwise what you do is well worth it. Now that I was able to make a decent lifter for this one, it should be easy to do the same thing for others. LGG -
Hi I'm wondering if I can do something like this: { "spec_version": 1.4, "license": "MIT", "$kref": "#/ckan/kerbalstuff/943", "identifier": "AntennaRangePatches", "install": [ { "find" : "AntennaRangePatches", "install_to" : "GameData" } ], "install": [ { "find" : "AutoPruner", "install_to" : "GameRoot" } The AutoPruner directory needs to be at the same level as GameData Thanks in advance LGG Edit: Changed install_to destination to GameRoot for the AutoPruner section Edit2: I've successfully tested this locally Suggestion for CKAN: Either have a netkan line which can run a program such as AutoPruner, or at least a way to display a message to the user after something is installed.
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[Script] [1.0.4] More Prune Lists v1.0.1 [2015/10/3]
linuxgurugamer replied to ebigunso's topic in KSP1 Mod Releases
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Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
How about this: 1. Fairings are allowed 2. The ship must not be more than app. 1.5 wider than the main lifter stage 3. Final assembly must be in orbit. I would allow for existing space tugs to be able to move it around, but for a bigger challenge, it could be entirely self-contained. This would imply the need for RCS thrusters and fuel. You could send up an additional module or two to do the assembly. I'm not too good at making challenges. The way I play, is that the ships must look reasonable. I do play with FAR and DRE, so streamlining is important to me. That being said, I'm not asking you to use FAR or DRE, just trying to give you an idea as to what I look for in ships. While the LV I just posted works, it has a rather wide fairing and I'm not too happy with that. LGG -
Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Ok. Except for various editor mods I'm using, this is a totally stock LV. I use Mechjeb to get repeatable launches, but no non-stock parts are used. I would have preferred to use the KJR, since I didn't, I had to add a few extra struts. This LV uses 4 Rockomax Orange tanks withMainsail engines, and gets the Pickaxe into a 100 km orbit, with about 360m/s of leftover Dv Available here Here are the MechJeb settings: Orbit Altitude 100km Prevent overheats Limit to terminal velocity Limit accel to 35 m/sec Force Roll climb to 0 degrees Limit AoA to 4 Autostage Delays: pre: 0s post: 0.25s Stop at stage #: 3 Edit ascent path: Turn start altitude: 3.5km Turn start velocity: 250 m/sec and here is an album showing a successful flight: -
Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Downloaded and will be playing with it. Just a couple of comments: 1. It is a very advanced ship, and isn't really useful in Career mode. The RTG alone requires that you have almost the entire tech tree unlocked. 2. No offense, the Pickaxe is lovely, but god, what an ugly lifter :-) 3. I'd like to give you a challenge, if you are interested. Essentially, make one (or more) of your dropships launchable in parts, to be assembled in orbit Would you be interested in an alternate LV for it? I assume that it would have to be stock only. Right now, I'm trying to launch the LV which came with it, and am having a great deal of difficulty getting to low orbit. I'm using Mechjeb to control the ship. I have both FAR and DRE installed. So far, I haven't been able to get it above about 30 km or so