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KSP2 Release Notes
Everything posted by NathanKell
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[RESOLVED/FIXED] Question about 1.1.3 orbit bugfix
NathanKell replied to p1t1o's topic in KSP1 Discussion
@Sandworm I'm not sure whether to laugh or cry, but instead I'll ask you to actually read the threads where this is discussed quite fully. @Majorjim It's possible for the fix to cause issues in the same way it is possible for _any_ fix to cause issues. All I can say is that at the moment no one has found any issues related to it. -
The decal is the MapDecal. That is the thing that controls the terrain. PQSCity is the thing that does the buildings. I am not sure what you mean by "which offset value" Pure black is 0,0,0 in your paint program. Pure white is 255,255,255. You want to adjust repositionRadiusOffset - that is the height above sea level to place the object (KSC), as it says.
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Can I delete KSP_data folder if I don't plat 32bit version?
NathanKell replied to omelaw's topic in KSP1 Discussion
@Stone Blue I'd like that $20 please. Has nothing to do with the legacy folders. The Unity player needs a (player name)_Data folder; on the Windows version of KSP we have two players and therefore two folders. Go ahead and nuke KSP.exe and KSP_Data if you're only going to use KSP_x64.exe. -
[RESOLVED/FIXED] Question about 1.1.3 orbit bugfix
NathanKell replied to p1t1o's topic in KSP1 Discussion
It's also worth pointing out that a fix that works great in the Kerbol system might screw things up in OPM or 64K or RSS. And I would prefer not to make modders' lives harder, as I hope you appreciate. The rest is as @5thHorseman says (and the second- and first-person quotes of me). Configurability is good, and is also a safety net.- 71 replies
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https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangent
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Kerbal Space Program patch 1.1.3 is now available!
NathanKell commented on KasperVld's article in Developer Articles
Technically, running with the option off is exactly equivalent to how things were in 1.0.5 and 1.1.0. And the drift compensation disables itself automatically at a certain threshold of error (i.e. when it would make things worse). But juuuuuust in case, it's fully toggleable too. -
Figure I'd best put the changelog here too: Requires RO v11.1.0 and above Thanks to PhineasFreak, Temeter, dxdy, Agathorn, SirKeplan, JoseEduardo, stratochief, Zarbizaure, Theysen. Improve Universal Storage support. SSTU place/pricing. Add a string of early satellite contracts. Fix AIES fuel tank costs in starting node. Place and price AIES and KW fairings. Better Forgotten Real Engines support. Tantares fixes. Place Hullcam parts. Fix contract deadlines (were 4x too high since they were made back when KSP took them all in Kerbin days). Add avionics for RSB Agena part. Place/price some Aviation Cockpits parts. Tweak Crewed Karman Line requirements so it shows earlier. Place/Price E-1 engine. Update to latest version of Soviet Engines pack.
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Changelog v11.3.0 Basic resource support thanks to Kerbas-ad-astra. Fix an issue with Boca thanks to BevoLJ. Improved oblateness thanks to Sigma88. Fix some rotations thanks to Sigma88. Fix more launch sites thanks to miki-g. Atmosphere improvements thanks to OhioBob. Fix an issue with Mars PQS thanks to Sigma88. Set navball to change surf<->orbit at the Karman line (requires KSP 1.1.3). Change inverse rotation threshold for Earth to 145km. ============= I have edited the release to state it is for 1.1.2 only. I will release again when I am sure of a stable Kopernicus for 1.1.3. The inverse rotation threshold is that point where the universe stops rotating. Below it, instead of the planet rotating, the universe rotates around the planet.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
NathanKell replied to nightingale's topic in KSP1 Mod Releases
Won't affect RP-0 either way, we don't have tourists.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
NathanKell replied to nightingale's topic in KSP1 Mod Releases
It is. Needs a few changes, a compat checker version bump, and a recompile.- 5,225 replies
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Kerbal Space Program patch 1.1.3 is now available!
NathanKell commented on KasperVld's article in Developer Articles
Um, so does PhysX. That's why the others do it. Remember that the mass of non-full-physics parts are added to their parent (or parent's parent and on up the chain) rb, so the rbs are all that PhysX sees. -
Now now, it's true I did flip out a couple of times, but I feel I redeemed myself by landing safely on my engine in pitch blackness.
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Kerbal Space Program patch 1.1.3 is now available!
NathanKell commented on KasperVld's article in Developer Articles
@Boris-Barboris we calculate it the same way kOS and MechJeb do. Don't know if you consider their methods to also be wrong. -
We have a working script etc so we can now go ahead and schedule: Sunday 19 June, 4pm EDT (8pm UTC): Booster development flights to flight-prove the new engines needed for our BlueSky 2A launch vehicle. Sunday 19 June, 8pm EDT (midnight UTC): Orbital launch with the BlueSky 2A launch vehicle. As usual, GFL team members should try to arrive online about a half hour early.
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RSS has already accepted a PR to handle resources, from IIRC @Kerbas_ad_astra
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I rewatched the tail end of the stream just to make sure, and there was a kick from ~97m/s to >500m/s, which I feel fairly safe in stating is a bug of some sort. It is possible that the drag cube of something towards the rear of the craft was off, or otherwise the buoyancy system misdetected its displacement and thus buoyant force. At any rate, I encourage everyone to replace the last ~5 minutes of the mission video with the last five of the (bugless) sim video.