Osel Posted December 11, 2016 Share Posted December 11, 2016 download host is irelevant .. but i am confused when some modders ignore Ckan Quote Link to comment Share on other sites More sharing options...
HoloYolo Posted December 11, 2016 Share Posted December 11, 2016 Just now, Osel said: download host is irelevant .. but i am confused when some modders ignore Ckan Yeah, it's pretty frustrating if you ask me. Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted December 11, 2016 Share Posted December 11, 2016 3 hours ago, moroter said: Hello, does this mod work in the latest version of the game (1.2.2)? Thanks. Yes, there does not appear to be any bugs that wasn't already there in 1.2.1 - if there was any . Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 11, 2016 Share Posted December 11, 2016 (edited) 16 minutes ago, HoloYolo said: Yeah, it's pretty frustrating if you ask me. There are reasons modders avoid CKAN, one of them is being bombarded with questions about "Why isn't this on CKAN" ever time a new patch comes out. Pretty often, it takes a while for CKAN to update its database and push that out to the client. Other times there are dependency chains that prevent an updated mod from showing up because one of the mods upon which it depends is not yet updated in CKAN. Another is that, in the past, there have been "difficulties" between modders and CKAN over installation, removal and dependencies - some of it was ego and tempers, but there are legit issues in terms of differences of how to manage mods. Modders rightly concentrate on their own app, CKAN tries to look at all of them, and that can cause conflicts. Others simply do not have the time and effort to maintain yet another software distribution channel in addition to their primary repository, on top of maintaining the mod. So there are good reasons. (Disclaimer: I helped with CKAN for a while and maintained entries for a few mods so the authors didn't need to) Now lets get back to this mod please - this discussion lately belongs in the CKAN thread. Edited December 11, 2016 by Murdabenne TYPOS! Grrr. Quote Link to comment Share on other sites More sharing options...
HoloYolo Posted December 11, 2016 Share Posted December 11, 2016 1 minute ago, Murdabenne said: There are reasons modders avoid CKAN, one of them is being bombarded with questions about "Why isn't this on CKAN" ever time a new patch comes out. Pretty often, ti takes a while for CKAN to update its database and push that out to the client. Other times there are dependency chains that prevent an updated mod from showing up because one of the mods it needs is not yet updated. Another is that in the past there have been "difficulties" between modders and CKAN over installation, removal and dependencies - some of it was ego and tempers, but there are legit issues in terms of differences of how to manage mods. Modders rightly concentrate on their own app, CKAN tries to look at all of them, and that can cause conflicts. Others simply don't want to spend the time and effort to maintain yet another software distribution channel in addition to their primary repository. So there are good reasons. (Disclaimer: I helped with CKAN for a while and maintained entries for a few mods so the authors didn't need to) I see. Thanks for telling me. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted December 11, 2016 Share Posted December 11, 2016 (edited) I can't seem to find this on CKAN for 1.2. . Edit: I just saw the discussion about CKAN never mind. Edited December 11, 2016 by nascarlaser1 Quote Link to comment Share on other sites More sharing options...
Frybert Posted December 11, 2016 Share Posted December 11, 2016 If you wish to discuss CKAN please do so in a thread devoted to CKAN. Quote Link to comment Share on other sites More sharing options...
fr33soul Posted December 11, 2016 Share Posted December 11, 2016 there's a way to know the current atmospheric pressure when flying? Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 11, 2016 Share Posted December 11, 2016 17 minutes ago, fr33soul said: there's a way to know the current atmospheric pressure when flying? Well, I thought there was but there doesn't seem to be. Should be trivial to add, what units would be most useful? Quote Link to comment Share on other sites More sharing options...
fr33soul Posted December 11, 2016 Share Posted December 11, 2016 10 minutes ago, Padishar said: Well, I thought there was but there doesn't seem to be. Should be trivial to add, what units would be most useful? it was on the previous version of this mod: http://s21.photobucket.com/user/KrazyKrl/media/KSP/screenshot34_zps124ff7e9.png.html i'd like to use this measurement to set the chutes auto-arm/deploy on a specific pressure. i found some info ab it here. All the chutes use the 0.01 atm like reference measure. Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 11, 2016 Share Posted December 11, 2016 2 hours ago, fr33soul said: it was on the previous version of this mod: Ahhh, by "previous version" you mean the previous major version which was last updated in October 2014 (and the version you show the screenshot of was released about 18 months before that). Actually, that's probably where I was remembering it from, too... Anyway, I've added a readout (currently in kPa) in my latest pull request... Quote Link to comment Share on other sites More sharing options...
APlayer Posted December 11, 2016 Share Posted December 11, 2016 (edited) I am not sure if I should ask here or in the kOS thread, but I must choose one, so... I am fairly certain people can access KER readouts in kOS - how do they do it? EDIT: I did google, but I found nothing. kOS is not documented well, unfortunately. Edited December 11, 2016 by APlayer Commented myself Quote Link to comment Share on other sites More sharing options...
fr33soul Posted December 11, 2016 Share Posted December 11, 2016 (edited) 30 minutes ago, Padishar said: Ahhh, by "previous version" you mean the previous major version which was last updated in October 2014 (and the version you show the screenshot of was released about 18 months before that). Actually, that's probably where I was remembering it from, too... Anyway, I've added a readout (currently in kPa) in my latest pull request... well done! is it possible to add next to kPA , the "atm" measure in order to know a specific pressure in a specific altitude? (like: 101,325 kPa / 1 atm) atm is more specific than kPa. u can have a look here or here Edited December 11, 2016 by fr33soul Quote Link to comment Share on other sites More sharing options...
kcs123 Posted December 11, 2016 Share Posted December 11, 2016 (edited) 1 hour ago, APlayer said: I am not sure if I should ask here or in the kOS thread, but I must choose one, so... I am fairly certain people can access KER readouts in kOS - how do they do it? EDIT: I did google, but I found nothing. kOS is not documented well, unfortunately. You would find better answer if asked in kOS thread. Maybe even better if you have account on reddit, kOS developers seems to be more active there. Anyhow, can't give you exact answer for KER, but if KER provide any additional data on right click menu on some part, it should be available to kOS CPU for usage. That part of kOS documentation seems to be still WIP, bud page about ship parts should be your first stop. Maybe for easier finding you may want to start with kOS general topics page and there you will find listed captions about Parts and Part modules. Some other general data that KER provide can be accessed in different way, trough ship sensors, kuniverse sufixes etc. I'm not best person to ask because I still learning about kOS mysteries by myself, but things that I have figured out I share with others. EDIT: Moderators, maybe it would be good to move those two posts in kOS thread ? Edited December 11, 2016 by kcs123 Quote Link to comment Share on other sites More sharing options...
Argelle Posted December 12, 2016 Share Posted December 12, 2016 Sorry if it's the wrong topic, but my research come with too much info on TWR max I understand TWR for stage 6 to be thrust (4 x 250 kN) divided by masse (50 795 kg) and g (9.81 m/s²), and that's fine it gives 2.0088. I thought TWR max is when the first 4 BACC are empty : TWR max = 4 x 250 kN / 20095 kg * 9.81 m/s² = 5.075 But KER displays 3.89 Where am I calculating wrongly? The 4 BACCs do not contain 30700 fuel? (50 795 - 30700 = 20095) ? Rocket is higher at the end, and gravity lower ? Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 12, 2016 Share Posted December 12, 2016 (edited) 1 hour ago, Argelle said: Where am I calculating wrongly? The 4 BACCs do not contain 30700 fuel? Exactly. The 30700 is the mass of all the parts that get decoupled at the end of that stage so it includes the "dry" mass of the SRBs and the mass of the decouplers. If you want to know the mass at burnout then you can either do a "verbose simulation" in the settings and dig the info out of the log file or you can simply tweak the fuel in the SRBs to 0 and see what KER gives for the overall mass (you'll probably need to turn on "All Stages" as that stage won't generate any deltaV and will be hidden)... Edit: also, the suggestion to add the actual fuel mass to the display has already been made, it just isn't easy to squeeze it in without needing to make all sorts of other adjustments to the window... Edit 2: Each BACC is 1500kg when empty and each decoupler is 25kg. This makes the mass at burnout 26195kg which gives the TWR of 3.89. Note, you should really use 9.80665 for g as that is what the game (and KER) uses, it can sometimes affect the second decimal of the TWR... Edited December 12, 2016 by Padishar Quote Link to comment Share on other sites More sharing options...
fireblade274 Posted December 12, 2016 Share Posted December 12, 2016 Thank you so much Padishar and everyone else who's helped KER get updated. MJ2 has gotten an official update also! I've been waiting and taking a break from earnest KSP playing since early November, and now that these last 2 mods on my list are updated I can't wait to get back into the game; waiting for official updates for mods before continuing my career is important to me. Thank you so much guys. Quote Link to comment Share on other sites More sharing options...
Captain Planet Posted December 12, 2016 Share Posted December 12, 2016 (edited) KER is no longer giving me the correct readout for dV w/ vectored thrust. When I toggle "Simulate using vectored thrust values" either in flight scene or VAB, the Thrust & TWR will update, but the dV will not. The engines on this craft are angled and have demonstrated cosine losses in prev. versions. Right now I'm using the latest dev version of KER 1.1.2.8 on KSP 1.2.1. Can anyone else reproduce this? Edited December 12, 2016 by Captain Planet clarifying version of ksp used Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 12, 2016 Share Posted December 12, 2016 1 hour ago, Captain Planet said: Can anyone else reproduce this? Yes, this was reported and fixed just over a week ago: The test version 1.1.2.8p linked in my sig should include this fix (and another couple since)... Quote Link to comment Share on other sites More sharing options...
Captain Planet Posted December 13, 2016 Share Posted December 13, 2016 @Padishar That fixed it, thanks! I should have looked further back in the thread before I posted. Quote Link to comment Share on other sites More sharing options...
fr33soul Posted December 14, 2016 Share Posted December 14, 2016 @cybutek I'll suggest to add the "Distance covered" measure by a rocket in the KER - VAB stats, in order to know how much km the rocket will cover. You can understand what i'm saying by watching this video. Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 14, 2016 Share Posted December 14, 2016 21 minutes ago, fr33soul said: I'll suggest to add the "Distance covered" measure by a rocket in the KER - VAB stats, Why? 22 minutes ago, fr33soul said: in order to know how much km the rocket will cover. What possible use is that? It just tells you how far the rocket goes while the engine is burning, which isn't exactly high on the list of important numbers where rocket performance is concerned... Quote Link to comment Share on other sites More sharing options...
fr33soul Posted December 14, 2016 Share Posted December 14, 2016 2 hours ago, Padishar said: Why? What possible use is that? It just tells you how far the rocket goes while the engine is burning, which isn't exactly high on the list of important numbers where rocket performance is concerned... so i can extimate the distance covered with the rocket in order to know if it can reach a designed planet. Quote Link to comment Share on other sites More sharing options...
Eklykti Posted December 14, 2016 Share Posted December 14, 2016 That is what delta-v is for. Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 14, 2016 Share Posted December 14, 2016 Just now, fr33soul said: so i can extimate the distance covered with the rocket in order to know if it can reach a designed planet. That has nothing to do with what Scott Manley is calculating... I suggest you go and read/watch some general "rocket science" tutorial threads/videos as one of the first things you should learn is that deltaV is (by far) the most important value that can be calculated and is the only number that is really important when deciding if you can reach a particular body... Quote Link to comment Share on other sites More sharing options...
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