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Everything posted by NathanKell
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
Especially in this case, where it will break every single part. :] -
The point of Realism Overhaul is to Patch All The Things. If a mod pack is listed in the RO OP, then it's supported by RO (i.e. patched by RO). What's not working in 1.0.2? AFAIK everything listed in the OP is supported by RO in 1.0.2.
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Real ISRU (see the dev forum) is a WIP and not ready yet, so no. Aldes: Sadly I don't see anything wrong with your log. Can you try zipping and uploading the Logs folder in your KSP folder? That has the logs from Kopernicus.
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You know how you need to place radial engines only in certain places, or otherwise they won't get fuel? Same thing for RCS now. If a radial engine wouldn't get fuel when placed there, neither will your RCS.
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RSS is not required. For example, RO works perfectly well on 10x Kerbol, and is probably pretty fun in 6.4x too. Wuwuk: please ask the CKAN folks to update their metadata. The new place to get Raidernick's mods is here: http://forum.kerbalspaceprogram.com/threads/125397-Historical-Rockets-Probes-and-Stations Carraux: Real life uses mass ratios. KSP uses volume ratios. 6:1 LOX/LH2 in mass comes out rather different in volume (27.5:72.5). You might like this worksheet: https://docs.google.com/spreadsheets/d/1P6C14h0w4PeI43oORvMe6VAGlL-XyMB0O-ArBOm-NAE/edit#gid=0 Carraux, SavingPilotRyan, those are out-of-memory crashes. Reduce mods installed / use force-opengl / use ATM / use lower resolution RSS textures. Temeter, ferram recently explained on the 64bit thread Kartoffelkuchen: I'll thank you not to post links to violent hacks here. Especially since I _do_ provide unlocks by PM so not it's like it's even needed. Temeter: I'll thank you to take your ranting elsewhere, like to the people who made broken Winx64 (Unity).
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Ven's Stock Revamp doesn't break any textures. Only if you run the optional pruner (which the VSR OP specifically tells you not to do if you have any other mods that use stock textures) will you get broken textures. Lack, my pleasure! Just create a github account and I'll transfer the repo to you. Yes, the engines need some nerfing probably; there's broadly a reduction to 85% for Isp (i.e. closed cycle NTO/AZ50 range). This thread may prove helpful: http://forum.kerbalspaceprogram.com/threads/118839-Updating-Parts-to-1-0 For the jets/props, see http://forum.kerbalspaceprogram.com/threads/120899-HOWTO-Airbreathing-Engines-in-KSP-1-0
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Aldes: Sorry, should have linked you. Here you go: http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 Hmm. Might be worth making RSS 'recommended' then it will auto-install but not be required. As for installing RO last: if you're installing via CKAN order doesn't matter, but yes, if you're installing manually, there's a few things you need to overwrite in other mods.
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K1productions: Not sure why you (or VASIMIR) are asking in this thread, but here's where you want to go: http://forum.kerbalspaceprogram.com/threads/125397-Historical-Rockets-Probes-and-Stations jrandom: Easy way to test: roll a stock install with just FASA. If it breaks then, it's a FASA problem, if not, it's not frizzank's problem.
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Think about it like this: Even if the engine could activate, all it would do is burn fuel and heat things up. It wouldn't change velocity, because the very propellants you're expelling (to push you one way) will bounce off the fairing and push the vessel in the opposite way. It's like blowing on a sail. It don't work.
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nightingale: <pjf>You're awesome!</pjf> -- but, really, you are. That's a great point, and MM-patching contracts should be straightforward enough since you use GameDatabase.
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davidy12: Please try a clean install of KSP and then install through CKAN. That kind of error means you missed one of the required mods. Aldes: Logs please? jrandom: I have my hopes for 1.0.3.
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I have not seen any issues with stock parts. Please post examples (in pictures). Ven's control surfaces were deflecting (visually) opposite to the way they should be, but that is either being fixed or was fixed. The actual physics was fine.
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What's returned is kilonewtons, same as engines use. However, you're getting each component individually; recall that when X, Y, and Z = 1, the magnitude is just sqrt(3), not 3. If you want reference code, check out https://github.com/NathanKell/AeroGUI
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KSP 1.0.3 - ETA ? (waiting for it, cause mods^^)
NathanKell replied to brienne's topic in KSP1 Discussion
RyanRising: Going back to what Mu said from Mexico, and reinforced by when he appeared in squadcast before the vacation, yes. Pointy things will be suitably de-dragged. -
PKing Zombie Spy, welcome to the forums, and what a way to introduce yourself. Very well said. There's indeed two sets of "diminishing returns" here. One is that, for a single stage, you can never do better than the payload-less mass ratio, as PKing Zombie Spy says. The other is that, if you use liquid fuel, you can never do better than your fuel tank mass ratio. Even if you ignore payload and engine mass, that means your mass ratio will never be better than 9:1 (since fuel tanks hold 8 tons of fuel for every ton of dry mass). Solids are obviously worse.
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ebigunso: Yep, RP-0 does that, along with making them expensive. However, the tech most certainly was there: Atlas (the first US ICBM and first US >1ton launch vehicle) was the exemplar.
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Neutrinovore: Did you, perhaps, install Stock Revamp and then prune? Or, how did you install this? You click 'download zip' and then you grab the stuff in GameData and drag it to your GameData. I feel relatively confident it's either pruning, or bad install, since (a) it works fine for me and ( it seems to work fine for folks in the SXT dev thread.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
It will be slightly easier than stock, since stock uses storable Isps as the baseline now (rather than, like, methalox or something) but here you have kerolox and hydrolox.