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Everything posted by linuxgurugamer
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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 -
@Toadicus, Thanks for the update. I'm about to switch from RemoteTech to Antennarange, nice to see it's up-to-date. I'm sure you are aware of a mod which adds additional antennas: Antennas Someone posted a patch to make it work with AntennaRange, i've packaged it up into a mod for ease of use. It's available here: https://kerbalstuff.com/mod/1191/AntennaRangePatch4Antennas Let me know if you incorporate the patch into your mod, if you do, I'll depreciate my patch mod. LGG
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I like this mod, and I'm also switching from RemoteTech to AntennaRange. So I created a patch mod, which will install this patch along with the Antennas mod when you use CKAN. You can get it here: https://kerbalstuff.com/mod/1191/AntennaRangePatch4Antennas It's been submitted to CKAN, so that will be available soon. If you decide to include this patch in the main release, I'll depreciate this. LGG
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Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Not pushing, but do you have an ETA on this? LGG -
sorry, typo I meant to say that I requested it, not that you should do it. Thanks
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Angel-125, Two things. First, I request that the netkan for the Pathfinder-Antennarange be deleted since you included that file in the mod Second, you may want to change the forum link on Kerbalstuff to point to this thread instead of the dev thread. LGG
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[1.0.2] Automatic Landing Gear/Leg/Solar Panel | Alpha(0.0.4d)
linuxgurugamer replied to Ekareya's topic in KSP1 Mod Releases
There needs to be a way to totally disable this at certain times in a mission. Example: I launched a rocket with 4 satellites on top, covered by a fairing. It launched correctly, in orbit, when I got rid of the fairing, all the solar panels on the satellites opened up and blew everything up, since they opened up into each other. -
OK. When you make the next release, I'll retire that mod. LGG
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As I was reviewing the GrandTours contracts, I realized that I never put in the correct multipliers for the Science and Reputation. I'm doing that now, and also drastictly reducing the funds reward for them (it was doing a multiplication instead of an addition). I hope to be able to post an update of the GrandTours in the next day or so. Also, I'll then start reviewing the unmanned contracts to see what may be going on with them. LGG