-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
Yup. Logs. Also, installation method and if manual did you install *everything* the OP told you to, including texture pack? If on OSX, are you on 4096 or below texture pack?
-
MODULE:NEEDS[whatever] will run on whatever pass the patch it's in has; NEEDS has nothing to do with passes. (Before any passes are run, MM will go through and discard all nodes with unmet :NEEDS) If you're trying to ensure you run AFTER[TacLifeSupport] then that's indeed what you need to use and nothing else. Same with USI.
-
That's not quite the case for rocket engines--combustion instability is a killer for large engines. That's why beyond about 2MN you see multi-chamber engines for staged combustion.
-
It's because I keep adding things to RO to fix things for RP-0. But we really should release, and then release again with RP-0 :]
-
Pass specifiers don't work like that. A pass specifier does only one thing: it says, when the pass is (this), run this patch. Valid options are: :FIRST (nothing) -- runs on LEGACY :BEFORE, FOR, or AFTER[some_identifier] :FINAL BEFORE/FOR/AFTER take an identifier. The valid identifiers are: 1. The names of all loaded DLLs 2. any identifier in a FOR[], excepting any already added in 1 3. The names of all root folders in GameData, excepting any added in 1 or 2. A BEFORE, FOR, and AFTER pass is run for each identifier, and they are processed in that order (so all DLL identifiers run before any others). As soon as a patch has a pass specifier that matches the current pass, it is run and then cleared. This means that you can only add one pass specifier (since if you add two, the patch will run on the one that occurs first and the other will be ignored), and that AFTER[something&something] will only work if there is an identifier added (per above) named something&something, i.e. it won't work.
-
Jumbo 32 v1.4 NEW UPDATE. [RSS Config]
NathanKell replied to Whirligig Girl's topic in KSP1 Mod Releases
That's correct. -
Don't know about the latter issue, but for the former: have the right-click menu open on the engine from launch. At launch it should say 2 ignitions. Then when you ignite it the first time it will say 1. What happens when you try to relight it? Are you sure its propellant status was Very Stable when you tried to ignite it again?
-
Joseph_Terran: Post on the BB thread? That sounds like an issue, I've seen no trouble myself with BB installed.
-
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Raptor831: A note on paths. Going forward, I think it would make things cleaner/easier/etc if the stockalike configs were under their own folder (say RealFuels-Stockalike)--then people would have an easier time knowing if they're installed/uninstalled, and it'd make manual install/uninstall of this, and of RF, easier if they weren't all in the same folder. -
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
Procedural Fairings don't have any texture-changing. 63Hayden: the floating nodes are normal. They used to be farther away, but in KSP 1.0 they've taken to appearing fairly close. They're because PF allows tweaking of the number of nodes on the fairing base, so the excess nodes get shunted off to the side. Dunno about the other issues. -
The videos you watched did have a different tech tree: the tree from RP-0-for-KSP-0.90. We're working on RP-0-for-KSP-1.0, which has a different tree because KSP itself (and thus CTT) is different now. I will release a new pre shortly, there's been a lot of work since. I also fixed the lingering mention of Tech Manager...
-
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
M@. Deadly Reentry is once again compatible with current KSP, and will be added back. R_Aerospace: Wlecome to the forums! Parts are sized to their analogs. So a Mk1 pod, whose analog is obviously Mercury, is sized to be about 2m in diameter, whereas the LV-T30, whose analog is the LR105, is sized to be true to its analog. -
Engine and FASA help
NathanKell replied to maceemiller's topic in KSP1 Technical Support (PC, modded installs)
Sounds like you have RealFuels and an engine config pack installed... -
Career mode.
-
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
NathanKell replied to Whitecat106's topic in KSP1 Mod Releases
Congrats! -
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
RoketMan, this is the thread for Procedural Fairings. If you have an issue with Procedural Parts, please see that thread. EDIT: link. -
How to format strings for part tooltip?
NathanKell replied to *Aqua*'s topic in KSP1 C# Plugin Development Help and Support
It's actually Unity markup, but yeah. -
The current dependency list is here: https://github.com/KSP-RO/RP-0/blob/master/README.md (copied: ) Requirements: Realism Overhaul and all its required mods Community Tech Tree (and Tech Manager, to load it) Lack's SXT (although only the engines have RO configs as of yet) Ven's Stock Parts Revamp Contract Configurator Custom Barn Kit Deadly Reentry (RO only recommends it. We require it.) Recommended: Procedural Fairings Procedural Parts B9 Procedural Wings Kerbal Construction Time In Progress DMagic's Orbital Science Universal Storage FASA TestFlight Note that as of KSP 1.0, KSP natively supports modded tech trees.
-
Options: 1. Running out of memory 2. Missed a mod (probably Community Resource Pack). We'll never know without the log though.
-
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Sorry, not sure if you've covered this already, but ModuleEniginesRF (since it derives from ModuleEnginesFX) (a) requires an EFFECTS node with the engine effects and ( will not use at all the old fx_whatever lines. So if you're changing a ModuleEngines engine into ModukleEnginesRF, you will have to give it a proper EFFECTS node or you will get no effects. -
Svm420: That sounds like RCSBuildAid not appropriately checking part mass or something, then. As the MJ and ER show, RealFuels is correctly setting part mass and correctly reporting the change from prefab mass... I have seen no FX issues myself (I use RO engine configs) so it does sound like a stockalike config issue...
-
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
Skin mass is skin mass per area, not skin mass per unit of thermal mass. KSP will already give wings abnormally high skin:internal ratios. skinMassPerArea defaults to 1 (kg/m^2), where area is the part's unoccluded area from DragCube. -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Please use CKAN to make a clean RO install with just the required and recommended mods--none of the 'suggested' part packs. Use the 2048 textures from Real Solar System. My guess is you're running out of process memory. If the problem persists, please upload your log file. See here for details: http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29