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Everything posted by NathanKell
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[.90] RealHeat: Heat Transfer 101! [WIP]
NathanKell replied to Goozeman's topic in KSP1 Mod Development
Yes. 10char. -
Re-entry heat damage
NathanKell replied to Crusher48's topic in KSP1 Suggestions & Development Discussion
Oh? Where was that said? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
It's not about bacon, it's about ethics in mod development. -
How many module manager patches does ksp load for you?
NathanKell replied to peachoftree's topic in KSP1 Mods Discussions
I'm at about 8400. -
Are you sure they are 3.5EC/sec at Earth? 3.5kW seems like a lot for panels... Anyway, by the inverse-square law, solar panels should have ~43% of their power at Mars orbit. I....I can't comic-sans my own thread. Sorry, moderators.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Yeah, please keep one transform per nozzle, gimbal roll is sooo cool. -
DTS-M1 missing texture
NathanKell replied to Sigma88's topic in KSP1 Modelling and Texturing Discussion
You probably exported it as a 32bit PNG and then, say, loaded it in Photoshop which does not handle PNGs right. Get SuperPNG and load the PNG alpha as alpha channel. -
Memory usage (no solution)
NathanKell replied to TC One's topic in KSP1 Gameplay Questions and Tutorials
Fel: that would be true...except the Unity 4.x D3D9 client (KSP's default) has a serious bug where it fails to unload textures from system RAM once they've been uploaded to VRAM. That's why -force-opengl saves RAM, because the OpenGL client doesn't have that bug, so textures are properly unloaded from system RAM once shipped off to the GPU. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
This will not work on KSP Windows x64. It will work on KSP Windows 32bit on both 32 and 64bit systems, and it will work on Linux in both KSP Linux 32bit and KSP Linux 64bit, and it will work on OSX. -
1. Click the download link in the OP. 2. Click to download the release archive (not the source archives). 3. Open the archive, extract that folder into GameData.
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[1.0.2] FTL Drive (Updates on development)
NathanKell replied to krh42's topic in KSP1 Mod Development
Welcome to the forums! Quick note though: can you add mention in the readme what license you're using, and add it to the OP? The forum rules need the license specified even in the download file. -
Help With Real Solar System
NathanKell replied to 2d.mk's topic in KSP1 Technical Support (PC, modded installs)
No problem! Also, so you know, new users' first few posts are moderated, so it may take a bit of time for them to show up (a moderator has to approve them). -
Help With Real Solar System
NathanKell replied to 2d.mk's topic in KSP1 Technical Support (PC, modded installs)
Welcome to the forums! As this is a support request for a modded install, moved to that forum. Can you follow the directions here and post the correct log? That'll let me figure out what's wrong. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
kofeyh: it wouldn't be a revamp if it were using any stock assets, that's kind of the point. Once you install this, however, you can prune away all the old, now-unused stock assets, although you can't prune if you use any other mods (like SXT) that reuse stock assets. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
There is not yet. That shouldn't have anything to do with thrusters on the Mark 1-2 pod though. -
Changelog v8.6.1 * Removed clip value, things shouldn't flicker as badly.
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Launch Steam and Mobile Launch Crawler
NathanKell replied to ZooNamedGames's topic in KSP1 Mods Discussions
Code doesn't seem to be the problem, there's a working tracks mod. Sounds more like what you were asking for was replica parts, and as I said there's some excellent tutorials on modeling and KSP part-making in the Dev forum and its subforums. -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Speaking of removing and tweakscale, it'd be wonderful if SXT didn't do stuff on :FINAL...maybe :AFTER[sXT] ? -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Uh...? Can launch a single person (person, not kerbal, even if they look a mite green ) on about 60 tons of LV with modern hardware, maybe even less. 2500t is only if you're sending three crew to the moon and back... -
Launch Steam and Mobile Launch Crawler
NathanKell replied to ZooNamedGames's topic in KSP1 Mods Discussions
And I want a pony, and Unity 5, and Alsace-Lorraine. Wishing doesn't make it so, alas. I'd suggest looking into working on it yourself--there's tons of great tutorials here, and there should be tons of reference imagery. -
If you look at the last page or two of the F-1 Engine thread, somebody had reuploaded it. As for the Soviet Engines Pack--despite being termed that, half the engines are post-Soviet anyway (RD0124, RD0146, etc), and they're definitely all the 'modern' versions of themselves. You're right that it's a problem that most engines for KSP are not 1:1 replicas of real engines (and often include giant tankbutts because ~KSP~), but we work with what we have. If you are, or you know, a modeler, we're always looking for new real engines.