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Everything posted by nli2work
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sorry I couldn't stick around... my connection was really crappy. I'll wait for the the youtube upload
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Kerbal Stuff, an open-source Space Port replacement
nli2work replied to SirCmpwn's topic in KSP1 Mods Discussions
I like it! Thanks for all the hard work! -
Around 1 or 2AM BST right now. it's August 7. What time zone are you in? you should still have about 16hrs to prepare.
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"Pusher" engines? sorta like maglev?
nli2work replied to Rivvik's topic in KSP1 C# Plugin Development Help and Support
check lo-fi's wheel/repulsor plugin thread -
[tuto] A REAR small GEARBAY complement to Stock PART (0.24.2) v1.4
nli2work replied to stephm's topic in KSP1 Mod Releases
gorgeous looking gear bay! nice work! -
[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
Ya got me there! I haven't even played 0.24.2 yet. I just have it to test parts and stuff. haven't properly played at all since started modding. -
is a twitch account necessary for this feed? or cna i just join the chat as guest?
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how did you attach the air scoops? octocube struts? added stack nodes? the jets already have Ka intakes. Cool looking ship!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
Ok, thanks! Just checking because I don't know how complicated it was to begin with.- 14,073 replies
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
For next update I'd probably increase the engine masses. they are comparable to stock engines in mass, but 2 to 3 times the thrust. given Karbonite's characteristics, the engine would need more structural strength to handle the more volatile fuel. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
Verts have normal direction as well. how does FAR/NEAR treat Verts normal that is same direction of air flow? For a basic flat surface, I'm assuming leading edge verts have normal opposite air flow; broad sides have normals at various degrees to perpendicular to airflow; and trailing edge have verts along same direction of air flow. correct? so a mesh with lots of verts with normal opposing air flow, generates lots of drag. and assuming that... a mesh's face smooth settings would change the drag characteristics of the surface as well, correct?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
Ah okay, so it's mostly working by happy chance then. The two I am testing are in the upper left and lower left, http://i.imgur.com/wm9hUzE.png. Fortunately they already use Firespitter modules for the moving parts, so they both appear more or less as a tube to FAR. I was afraid initially their collision meshes would act as flat discs and generate too much drag. How does FAR/NEAR treat open meshes and/or back-facing faces? Is there a way to turn on the drag value display that was in v13.x?- 14,073 replies
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
setting up some configs for LF/Oxygenated versions of the atmospheric engines. slightly altered textures to make them visually identifiable in the parts list. Also hammering out a radial mount lander leg. For folks posting output_log s in the future, please follow a few simple steps. delete the log.txt in main KSP folder; delete output_log.txt in KSP_Data; start your game, and replicate the bug or issue. if game doesn't crash when the problem occurs, close the game using ALT-F4 or the X button if you are in window mode. This way we'll have a much shorter log that better pertains to any issues you are having. Thanks! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
Hi ferram4, how does FAR treat drag on engines? calculated based on collision mesh? my assumption was collision mesh, but without the drag value being visible on a part it's hard to tell if changes had any effect. Is it safe to assume if a part is compatible with FAR, it will be compatible with NEAR? trying to get the radial mounted air engines in Karbonite to be more FAR/NEAR compatible. Thanks!- 14,073 replies
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
I'm pretty sure KSPI Antimatter collector works on rails. -
Stock nuclear air-breathing engines
nli2work replied to goduranus's topic in KSP1 Suggestions & Development Discussion
KSP Interstellar Mod. -
Multiple Animations on part
nli2work replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
I checked snjo's docs, don't see anything else that might help. :/ can't think of a solution that would use only 1 animation either, except a very long deflate duration; but that's very hacky and not a great way to do it.