JPmAn Posted July 31, 2015 Share Posted July 31, 2015 Is this on ckan? Link to comment Share on other sites More sharing options...
fallout2077 Posted August 1, 2015 Share Posted August 1, 2015 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 More sharing options...
MoeKitsune Posted August 3, 2015 Share Posted August 3, 2015 If there's an update soon, can it include fairings for the 1.875 heat shield? Link to comment Share on other sites More sharing options...
MarcAlain Posted August 4, 2015 Share Posted August 4, 2015 Hgr r.i.p. Link to comment Share on other sites More sharing options...
fallout2077 Posted August 5, 2015 Share Posted August 5, 2015 Hgr r.i.p.What makes you think that HGR is (or will be) kaput? I see no reason to believe why this mod would be fading away. Link to comment Share on other sites More sharing options...
Motokid600 Posted August 5, 2015 Share Posted August 5, 2015 Hgr r.i.p.Yea that'll motivate the mods dev. Sure thing. Link to comment Share on other sites More sharing options...
fallout2077 Posted August 5, 2015 Share Posted August 5, 2015 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 More sharing options...
Wiarus Posted August 13, 2015 Share Posted August 13, 2015 Is this working on 1.0.4? Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 13, 2015 Share Posted August 13, 2015 Is this working on 1.0.4? Yes. 1.0.4 broke almost nothing with part packs. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted August 14, 2015 Share Posted August 14, 2015 Is this working on 1.0.4?Stock heat shield behavior changed between 1.0.3 and 1.0.4, so I wouldn't rely on the HGR heat shield for any vital missions until you've tested it. Link to comment Share on other sites More sharing options...
Wiarus Posted August 17, 2015 Share Posted August 17, 2015 Thanks. Link to comment Share on other sites More sharing options...
Cheesecake Posted August 17, 2015 Share Posted August 17, 2015 For me it works in 1.04. I have no problems with the Heatshild Link to comment Share on other sites More sharing options...
nobodyhasthis Posted August 22, 2015 Share Posted August 22, 2015 (edited) 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 August 22, 2015 by nobodyhasthis Link to comment Share on other sites More sharing options...
passinglurker Posted August 22, 2015 Share Posted August 22, 2015 I like my solution that makes the problem non existent "don't use ckan it's too much trouble" Link to comment Share on other sites More sharing options...
Felbourn Posted August 23, 2015 Share Posted August 23, 2015 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 More sharing options...
Kerbas_ad_astra Posted September 13, 2015 Share Posted September 13, 2015 (edited) 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 September 13, 2015 by Kerbas_ad_astra Link to comment Share on other sites More sharing options...
Coga19000 Posted October 8, 2015 Share Posted October 8, 2015 Do you realise what you've done? Do you?You made us realise we need 3.275m parts, that's what you've done! Link to comment Share on other sites More sharing options...
Svm420 Posted October 8, 2015 Share Posted October 8, 2015 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 More sharing options...
Coga19000 Posted October 9, 2015 Share Posted October 9, 2015 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 capsuleWell, the 3.5m parts are actually 3.75m, so it is also right in the middle. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted October 9, 2015 Share Posted October 9, 2015 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 More sharing options...
Changestormer Posted October 20, 2015 Share Posted October 20, 2015 A comment: This mod has become part of my static mod load; whenever I start poking around to delete whatever it is that's causing too many parts to load while in the VAB, this one gets an automatic exclusion, it's just so flipping useful. Thank you. Link to comment Share on other sites More sharing options...
rottielover Posted October 22, 2015 Share Posted October 22, 2015 Anyone know how to get the antenna working / compatible with Antenna Range ? Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted October 22, 2015 Share Posted October 22, 2015 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 More sharing options...
ThatOneBritishGuy... Posted October 24, 2015 Share Posted October 24, 2015 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.Ah yes. The tyranny of the rocket equation. Link to comment Share on other sites More sharing options...
Sudragon Posted October 30, 2015 Share Posted October 30, 2015 Has anyone worked out what the problem with the green Soy-Juice capsule is? It's a guaranteed graphics crash. Link to comment Share on other sites More sharing options...
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