Jump to content

[1.0.2]HGR 1.875m parts(v1.3.0 released)


Orionkermin

Recommended Posts

Is this on ckan?

Did you try browsing for it on CKAN? If you have tried, and you didn't find it, then it most likely isn't on there, or not compatible with 1.0.4 (according to CKAN, anyway. I don't believe there are any issues with it in 1.0.4).

Link to comment
Share on other sites

Yea that'll motivate the mods dev. Sure thing.

Evidently MarcAlain isn't aware of AIES, and its incredibly long period of dormancy. The previously released (before the brand new version) was way back when KSP was still in the .23 phase. It just updated to 1.0.x several days ago. So, wait a while before allowing the negativity to set it. This mod's author most likely has an actual life that involves stepping away from video games for a while. Plus, why should he update when the mod doesn't have any (as far as I know) discernible issues?

Link to comment
Share on other sites

Is this on ckan?
Did you try browsing for it on CKAN? If you have tried, and you didn't find it, then it most likely isn't on there, or not compatible with 1.0.4 (according to CKAN, anyway. I don't believe there are any issues with it in 1.0.4).
True. Yes it is on CKAN. However the metadata has not be updated. CKAN tries to fix the missing metadata by pulling from Kerbalstuff. But when you look there you will also see it listed as outdated. The data is also pre CKAN "fuzzy version" so you have to manually install it. You can force CKAN through the command line but it is a pain in the backside. Not installing a mod missing data is supposed to be a special feature but it is really a short term CKAN developer oversight. They don't want to give the user the control over version numbering. Long term this might be the lesser of two evils. So we can't blame any body for this now. Ironically the last update on HGR Props and the Corvus data was done by one of the CKAN gang to bring those in line with the new CKAN method of fuzzy version numbers. Somehow HGR Parts did not get done. Chances are there was no feedback so they assumed it did not work in 1.0.4. This was all done for good reasons and the CKAN developers note explains where we go from here. https://www.reddit.com/r/KerbalSpaceProgram/comments/3beh00/why_are_there_so_few_ckan_mods_for_104/ Edited by nobodyhasthis
Link to comment
Share on other sites

Orion, I wrote a plugin for personal use that fixes old school fairings. I have been using it on old style KW and AIES fairings.

If you support old fairings again, I'll make my mod suitable for public use and we can attach it to your old fairings too.

Link to comment
Share on other sites

  • 3 weeks later...

Hey Orion, I just noticed (in the course of troubleshooting other stuff) that the Advanced Onion has a science converter but no science lab (rasta013 provides a suggested lab configuration -- but be aware that his post is missing a closing curly brace). Is this intentional? It can't actually do any science generation without a lab module.

Edited by Kerbas_ad_astra
Link to comment
Share on other sites

  • 4 weeks later...
Do you realise what you've done? Do you?

You made us realise we need 3.275m parts, that's what you've done!

Ehh seems to close to 3.5 IMO. 1.875 is nice because it is right in the middle. Wish squad would adopt the size and give us a nice 2 man capsule

Link to comment
Share on other sites

Well, the 3.5m parts are actually 3.75m, so it is also right in the middle.

1.875 is more useful than 3.275 because the relative performance gap from 1.25 to 2.5 meters is larger than the jump from 2.5 to 3.75.

All else being equal, thrust scales by engine throat area (thus length^2) and mass by length^3, so a 2.5m engine will (generally speaking) have 4x the thrust and 8x the mass of a 1.25m engine. Going from 2.5 to 3.75 (a 1.5x length increase) produces a 2.25x increase in thrust and 3.4x increase in mass. Putting 1.875 between 1.25 and 2.5 reduces that gap to similar levels.

3.275, on the other hand, is a 1.31x length increase over 2.5, which is a 70% increase in thrust and a 2.2x increase in mass. At that point, I'm not getting much more performance -- I might as well just use a pair of 2.5m motors, or hop up to 3.75m rockets.

(While the gaps between 0.35m, 0.625m, and 1.25m parts are also jumps of 4x or 8x, the absolute differences are small enough that there's not much point in creating 0.48m or 0.94m parts.)

Link to comment
Share on other sites

  • 2 weeks later...
Anyone know how to get the antenna working / compatible with Antenna Range ?

Here's the patch that I use (giving it the same performance as the basic whip antenna):


@PART[HGRSolarPanels1]:NEEDS[AntennaRange]
{
@MODULE[ModuleDataTransmitter]
{
@name = ModuleLimitedDataTransmitter
nominalRange = 6364
simpleRange = 20500000
maxPowerFactor = 8
maxDataFactor = 4
}

MODULE
{
name = ModuleScienceContainer

dataIsCollectable = true
dataIsStorable = false

storageRange = 2
}
}

While I'm talking about HGR patches, I use a couple more to get the fuel tank cost balance more in line with stock and fix the lab (based on what I think was rottielover's suggestion a few pages ago):


@PART[HGR_Small_Tank,HGR_Normal_Tank,HGR_Large_Tank,HGR_Huge_Tank]
{
@cost /= 2
}

@PART[OnionNew]:HAS[!ModuleScienceLab]:FIRST
{
MODULE
{
name = ModuleScienceLab
containerModuleIndex = 0
dataStorage = 350
crewsRequired = 1
canResetConnectedModules = True
canResetNearbyModules = True
interactionRange = 4
SurfaceBonus = 0.1
ContextBonus = 0.25
homeworldMultiplier = 0.1
RESOURCE_PROCESS
{
name = ElectricCharge
amount = 10
}
}
}

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...