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KSP2 Release Notes
Everything posted by NathanKell
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
Yes, I was going to post the release last night but fell asleep, and have been traveling today. I will upload it tonight. agises: whom should I credit, then? -
Kitspace: no. I really don't know why you might think that. As ferram said, please to a little research before tossing ideas/questions out there. thyriel: KSP 0.90 seems to use a lot more RAM. I'm also wondering about what reenabling the wrapping caching caused, but I doubt it had a major effect. von Ziegendorf: grab the TextureFix.cfg from the latest release and stick that in your old RSS folder. If you were using the DDS textures on KSP 0.25, that should fix things for you. (Nothing is wrong with the textures; what's wrong is that for some reason, even though I disable PQSLandControl on Eve and Duna, Squad seems to be ignoring the disabling now. That means that takes precedence over the mapped vertex colors. The workaround is to remove the old vertex map mod, add a new one, and set it to be higher precedence than the LandControl mod.) FinnishGameBox: there is literally a link in the top of the OP. Taki117: You're sure this is 8.5, not 8.4? Dang. That said, please upload the correct log. As a workaround, save your game and reload it.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Not just that: drag decreases linearly with density, but increases quadratically with speed (i.e. the square of velocity).- 14,073 replies
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- aerodynamics
- ferram aerospace research
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What costs so much in Proc Parts? The tank shouldn't cost all that much... Saying "the AJ10 had 2 or 3 restarts" is like saying "the Toyota Camry has 158 horsepower". There have been dozens of AJ10 variants, from the first US hypergolic engine (the one we model in RP-0, as used in Vangaurd) through Apollo SPS, Delta II, and Shuttle OME. The first restartable AJ10 was the -118E on Delta E; it also had a nozzle extension and (thus) a higher specific impulse. If you want a restartable upper stage you need to use the S1.5400 (aka 11D33) which comes in Mature Orbital Rocketry, or the FASA Agena B/D (comes in, um, flight control?). Stayputnik should have a built-in antenna...
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thyriel: KSP itself converts all textures to DXT on load... Note that issues with clicking in space center, and with VAB camera limits, have been fixed in RSS 8.5.
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Component Space Shuttle - dev thread [IMG heavy!]
NathanKell replied to a topic in KSP1 Mod Development
See that thing over there? In the distance? It's the topic. Please stay on it. Comparing modders' abilities or speculating on why they are or are not doing things? That's not it. -
BevoLJ: I used KCT on .25 and hacked up some configs for it. Now that it's up on .90 I'll add the configs to the RP-0 repo. My basic intent is that at ~.85bp (what one gets at the start) it should take something like three months to build and roll out a Thor-Delta (at ~2000 funds), and it should take approximately 3-5 years (!) to research the first node, with R&D upgrades making later nodes research faster. For now I suggest tweaking the settings to support that. magico13 has been utterly amazing about adding stuff we request, and so there's lots of flexibility now to change time calculations and upgrade costs. I am inclined to support a much more linear function for upgrade point costs (something like maybe 10-20 million * (N^1.1) per build point where N = current number of build points), and in the latest build of KCT we can just write that function! However, I would love to hear feedback about what feels like a reasonable cost per upgrade point... Ziff: Fixed. Bender222: Ah, for suborbital Mercury that is barely possible--very well done and my hearty congratulations! However, any kind of orbital flight without Stability is only possible right now because thermal issues aren't modeled--bad things would happen if you kept the upper stage (with the AJ10 with its built in RCS) attached to the pod in orbit, the only way one could reorient for retrofire without Stability. (And even then you'd have to use solids for deorbit kick, unless you're playing without Engine Ignitor...) BevoLJ: Vanguard massed less than 10 tons, and it was planned to be the world's first satellite launch vehicle (and launched the oldest satellite still in orbit today).
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Sounds like an ATM issue, yes. Make sure you have textures set to 'full resolution' in KSP settings, not 'half' or 'quarter'--if it persists, post on the ATM thread...
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fire not showing in RSS
NathanKell replied to Abdu's topic in KSP1 Technical Support (PC, modded installs)
In .90, DX11 and OpenGL mess up KSP's shaders. -
Might consider using RVE now, actually.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Atlas V and Delta IV are designed to launch things into GTO. You will have to launch to a quite high apogee (probably 3-400km) and then finally finish circularizing well after apogee (when back to 185km or so) Single-Engine-Centaur and DCSS have *abysmal* TWRs. For LEO work you want an LEO-optimized launch vehicle. -
klgraham1013: those two things are related. (i.e. mk3 configs when I have time or somebody sends a PR)
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[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Why yes! It's not perfect (it requires a workaround on first start KSP/load save), but... -
Felbourn: Trigger Au has a working prototype to show the Gregorian date ingame. For now, the game starts (sorry Goozeman) in 1951 (it *used* to be 1950, but 1950 = 1 was confusing and harder to do math with quickly, so 1951 = 1 now ). To convert a KSP-date into UT it's very simple: (Year*365 + day) * 86400 + hour * 2600 + minute * 60 + second. (KSP uses 365-day years and 86400 second days only).
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While building upgrade costs are moddable, upgrade-based locks and limits are hardcoded, because...it was really faster to write "return 18" rather than "return padLimit1" or something. The only ways around this of which I am aware are prohibited by the addon rules... As of yet we haven't changed building upgrade costs; that this is compiled for .90 at all is just so people can try it out (and I can get tmikesecrist off my back ). Also, people have reported issues with TextureReplacer making contracts disappear. If you have too few contracts, uninstall TR. Indeed you should not be attempting crewed spaceflight until you have *all* the first five nodes unlocked. You can do suborbitals with only three (start, basic orbital, reentry) but for orbital flight you need RCS and you need heavier LVs.
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Yep. Propellant tanks are pressure vessels, so their bottoms are domed. Somebody making assets for KSP a long time ago had the bright idea that that bottom dome should be part of the *engine* part, not the tank. Which means that clustering looks awful or extends past the edge of the tank, tanks aren't properly domed, etc. It's bad enough when it's just a dome the diameter of the nozzle--that just looks weird and bad, but doesn't interfere with clustering. It's really bad when the dome is much wider than the nozzle (consider the Poodle)...
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Ralathon: working as designed. The original textures are loaded unreadable to save RAM, then when I need a texture for a vertex color map I have to reload it as readable, create the map, then unload the new copy of the texture. Changelog v8.5 *Fix Venus/Mars colors not showing up right (well, work around it...) NOTE YOU NEED THE DDS TEXTURES FOR THIS TO WORK. *Fix editor extents/camera fixing *Fix KSCSwitcher with a workaround. Each time you start KSP, the first time you load your save, you wll need to switch to a different site and then switch back. After that, it works fine. *Updated CustomBiomes, flipped biome textures for correct bioming.
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Official Mod Compatibility Thread for .90
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Now that things have calmed down, it looks like the list stickied in the Addon Releases forum can go back to being the prime source. Thanks all for your help. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
NathanKell replied to RoverDude's topic in KSP1 Mod Releases
Per the addon rules, decompiling is not permitted. Some posts discussing that were removed. Also, please be kind to one another. No one here is anyone's enemy, and we shouldn't treat each other like that, either through aggression or passive-aggression. -
Ralathon: where are you seeing duplicate texture loads? Regarding Mars and Venus: Duna and Eve already have PQSMod_VertexColorMapBlend so there's no reason to add it, it should be changed. Besides, RSSTextures.cfg is an MM patch, it modifies RealSolarSystem.cfg's REALSOLARSYSTEM node. I will verify in MM cache it's working properly. I guess it's possible they changed the stock PQSMods in .90... I will look into the Jumbo 3.2 issue, you probably have a typo in the config.