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KSP2 Release Notes
Everything posted by NathanKell
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Freethinker, that source lists the specific heat in _gas_ form. The specific heat for LH2 that got merged into CRP via my pull request is the liquid hsp. regex: Most of them are in that PR. Well, technically stratochief did most of them, I just added a few more and made it a pull into CRP instead of a patch in RF.
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And the ETA is tonight.
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Changelog: v10.3.1 * Readme update, * Fixed an NRE that killed loading under certain circumstances. * Do a better search for which engines are on a ship.
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hewi212: I didn't say anything about textures. I asked you to post your log, so we can help you. Nansuchao: I'm not aware of any weird heating issues. Can you try with just RSS (and Kopernicus and the textures and MM) installed, and see if you still get it? You've got errors in the log from FNPlugin, YongeTech, CrewQueue, and something trying and failing to create buttons While I don't have the time to _make_ a stock-sized RSS, I have no problem with one existing. Anyone making one should feel free to crib from RSS's config and depend on RSS-Textures. I removed the old "alternate configs" links because they don't work on RSS-via-Kopernicus, not because I frown on them or something. Taleric: yep, biomes are in. Dr. Walther, as jrandom says, yep, you can use the real thing. I also find Wiki's page on delta-v budgets quite helpful because it takes plane into account. Probably the prettiest one is this one, calculated by our own metaphor. regex: you give me textures, we'll get it in. Though if you want to add it yourself, even less work for me! As for KSCSwitcher: blargh, totally forgot. I'll add it to the OP. Although the icons still don't show Alexoff: I'll check, thanks.
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ebigunso: First please uninstall ModuleRCSFX, then install the absolute latest version from the repo https://github.com/NathanKell/ModuleRCSFX If that still doesn't help, please post your output_log.txt (or player.log for OSX/linux). Note, NOT ksp.log. If you don't know where to find it, go here: http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29
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Compare https://github.com/camlost2/AJE/blob/solver_redo/GameData/AJE/Parts/Props/DoubleWasp.cfg (current) to https://github.com/camlost2/AJE/blob/2f05666e7754818c7e740b6a162cf1f4579dee12/GameData/AJE/Parts/Props/DoubleWasp.cfg (old version) The main differences are: 1. There's no more AJEPropeller module, instead the engine module itself is changed. 2. nuFAR doesn't use FARBasicDragModel so that's stripped.
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Aero and Thermo in 1.0.X
NathanKell replied to Claw's topic in KSP1 Suggestions & Development Discussion
Turn on 'show thermal data' Keep a craft on the launch pad, watch its parts' temperature over a few days (note the diurnal pattern). Then, go to Kerbin's pole, do the same test. -
caipi: Set the "start in" location of the shortcut to your KSP folder. Sounds like the "current directory" is being kept at the desktop. hewi212: Wlecome to the forums! I'm going to need rather more info than that to help, though. As the OP says, please follow the directions here.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
NathanKell replied to bac9's topic in KSP1 Mod Releases
Given what's been said about 1.0.3 aero on Squadcasts etc., I'd just wait a bit.- 4,460 replies
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jrandom: I posted an issue about that on the EVE repo. Hopefully rbray comments soon. Yurkass: There are no textures installed. RSS requires a texturepack, as the OP states (in bold and in caps too ). Please follow the directions in the OP to download and install one.
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jrandom: Awesome. Ok, that sounds like they somehow have broken configs compared to others, and that brokennes meant that ConfigUnlocked was being run on a null config, and thus throwing. As to what a config unlock is...10.3 includes support for having you pay funds/science to 'unlock' configs, rather than them just becoming available when you have the technology. So now, when you research a new tech node (that allows new configs) you have to pay in funds and/or science to unlock that config. Same with techlevels. It's explained in the changelog and the third post (just edited).
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Yep, I failed utterly at OP-updating. OP edited _correctly_ now. >.>
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Anyone having trouble, please try this: https://www.dropbox.com/s/z7ihqxkrd72ugmb/RFv10.3.1.zip?dl=0
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jrandom: thanks. Something's throwing in config unlocks >.>
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Changelog v10.0 (note: v9 was never released) Utterly savebreaking. Switched to Kopernicus. Stripped RSS plugin of anything but warp-changing and the atmosphere GUI and camera clipping. Added a bunch of new bodies (thanks to stratochief, grayduster, and Thomas P. for the help in conversion and body-adding). All names are real now. Added six new moons of Saturn (Enceladus, Tethys, Iapetus, Dione, Rhea, Mimas). Added rings to Saturn. Added Neptune and its moon Triton. Gas giant atmospheres changed such that altitude 0 = 1000 atmospheres.
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1 liter stores 1000kJ of electricity (1MJ). jrandom: make sure you don't have duplicate ModuleAnimationEmissive plugins, I don't know if KW has the correct path for theirs.
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Kopernicus creates the bin files automatically. As to the biome, you make an image with all the biomes laied out, with the image flipped and offset per the other biomes, and then you edit the cfg to point to that image and add the biomes and their colors.
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The launch clamp bug is a well known stock bug. See the FASA thread every couple pages when someone reports it. As for the above bit: Yes, I recognize you're trying to keep to the letter and the spirit of the prohibition, but I'm asking you to consider it from my point of view. You have posted about a potential issue on my thread. That forces me to either address it, or allow it to go unaddressed and (potentially) let misconceptions grow as users discuss it and attempt to fix it (as you have, without realizing that what you did would in fact break RSS for your 32bit cousins). Meaning no disrespect to y'all, but I well remember when the "fix" for FAR "breaking" was to uninstall ModuleManager (and thereby remove all FAR patches), and I can't bear to let some similar thing happen to RSS, which means I do have to address those posts anyway, unless magically the information is 100% correct (hey, it could happen, and it'd be awesome if it did...but even if it is, I've still checked first). At the moment it is sounding like it is _literally_ less work for me to actually address issues people encounter in unofficial x64 hacks of KSP--even if the issues have nothing to do with me--than to try to ignore them and have them bite later. I don't mean you ill will; I recognize you just want to take advantage of a hack that does work on your system, and that you do me the honor of liking this mod enough to use it, and to even try to abide by the guidelines surrounding unofficial x64 hacks. But as is the case with the hack itself, I remain unconvinved that y'all have thought through exactly the effects it causes.
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Oooh! Actually, that's an excellent idea. Just released 10.3 so won't be in this version, but yeah, that makes a lot of sense. Changelog: v10.3 Added cost to unlock new configurations and new TLs for engines. Cost can be fully configured both globally and per part config, and can take from funds and/or science. See UPGRADE COSTS below. Add hsp for Furfurfyl Alcohol. Make the GUI draggable in action editor too. Update for latest SolverEngines. Clamp chamber temp to be no lower than part internal temp. Allow random variation in fuel flow (defaults to 0 variation, set varyThrust to a >0 number to enable). Thrust variation is multiplicative, and will be in the range +/- (global varyThrust * ModuleEnginesRF.varyThrust). ModuleEnginesRF.varyThrust defaults to 1.0. Example: you set global varyThrust (in RFSETTINGS) to 0.008. Then all engines that use ModuleEnginesRF will have +/- 0.8% variation in their thrust during flight. Fix a bug in detecting engines to autoconfigure for: let's check ourselves too. Fix issues in basemass / basecost overrides in ModuleFuelTank nodes. NOTE: If you are using AJE, you must update to the latest copy from the repo or things will break. https://github.com/camlost2/AJE/archive/solver_redo.zip
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rkman: you have an incredibly outdated ModuleRCSFX. Please uninstall it and grab the latest release. ebigunso: if you have an idea where that could be put....? The tank screen is already over-full
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How to disable parts
NathanKell replied to Sh33pman's topic in KSP1 C# Plugin Development Help and Support
Welcome to the forums! Alas, AFAIK pretty much all those things need to be disabled in different ways. There isn't some magic way to just plain disable all a part's functions IIRC.