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NathanKell

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Everything posted by NathanKell

  1. Often I do, yes. I also take advantage of the fact that fairing bases often have 3 nodes, not two. pingopete's RVE. Gimballed engines, RCS on upper stages / payloads. Spin stabilization for small payloads with solid kick motors. Um, I'm confused. The only payload mass I mention is Vanguard's, in that it lofts a 60kg satellite. I don't talk about mass ranges...
  2. Make sure the heat shield's *top* node is attached to the capsule's bottom node.
  3. Please check the RSS thread; I mispacked the download, so if you got it manually (not through CKAN) you need to get it again.
  4. No, Mike (Mu) decided to simply hardcode it: it's based on the name of the kerbal. To fix it you'd have to write a plugin that would change a kerbal's trait after every load, since the trait *never* persists, it is *always* recalculated based on kerbal name every time the kerbal is loaded... :\
  5. ARGH, I totally did forget to add DDSLoader to the archive. Apologies. Repacked, should be good now. thyriel: that typo is intentional: when I originally packed the textures, that typo was there, and rather than have people redownload hundreds of MB of textures, I changed the cfg to match the filename. Now that I have the DDS packs up (which use ModuleManager) it matters not at all what the filename in RealSolarSystem.cfg itself is. Finally, regarding cache: if you delete cache, expect 20-40 minutes rebuilding. That's why I ship cached meshes with this, so you get fast load times. Don't assume RSS has frozen, if you are rebuilding cache, it takes ATM-level lengths of time. :]
  6. Known issue with KSP 0.25 and 0.90: TGAs sometimes fail to load. And porkjet did all those parts in TGA >.>
  7. I'm terribly sorry folks, I got distracted with RSS and ckan issues. I will do this first thing tomorrow.
  8. Changelog v8.4 *Update to 0.90. *Update DDSLoader to 1.8. *Fix caching (startup times will be much lower. NOTE: YOU MUST DELETE CACHE ON CHANGING RSS CONFIG). *Restart main theme when RSS finishes loading (so you have an audio cue). *Update Custom Biomes to my proprietary v1.7.1.
  9. jstnj: if the script is run from your KSP folder, it should work correctly (though it may well fail to find some files). If you place it there but run it from somewhere else, it will fail.
  10. Massive, massive thanks to Hypersaurus for all these updates!
  11. RSS on git is 100% working, just waiting to get a version of CustomBiomes that doesn't start disabled by default. If it goes much longer I'll release and then release 8.4.1.
  12. You can only do that if you're not using MM. If you're using MM, go to the space center, hit Alt-F11, and click reload. Like the thrust frame!
  13. Um, you basically never have to worry about terminal velocity, *especially* in NEAR with its lack of mach effects. Also, since orbital speed is well above Mach 5, you do pretty much have to go supersonic whether you like it or not, unless you want to lift very slowly out of the atmosphere (mostly vertically), then have a giant burn at apogee, then have wasted about half your propellant.
  14. Proot: Alas no. This is what I meant. REALSOLARSYSTEM { orbitCalc = false Kerbin { // .... } Laythe { AtmosphereFromGround { outerRadiusMult = 1.028 innerRadiusMult = 0.965 waveLength = 0.7510373, 0.6710546, 0.5759027, 0.8 } } // etc } EDIT: cantab: there's some stuff on the wiki, but that's about it for docs. Want to write some?
  15. It works fine. The only issue is RCS Delta V for non-monoprop propellants, unless you fixed that, but as I recall you weren't going to touch that one anyway.
  16. You don't think that's right only because KSP has made you think air is soup. No, really, that is right, and air is not soup.
  17. Yes. For example, they have an exhaust pipe. Not sure where youi're getting SSME from that. >.>
  18. Dude, .90 Winx64 doesn't even work stock (career is broken)...
  19. Then you should accept taniwha's pull. Before he gets angry and makes fun of your "we changed some stuff" descriptive commit messages.
  20. I am waiting on the source for Custom Biomes so I can make it again default correctly, so there is no official RSS release package. However, the plugin is now working on .90, so the atmo modders can update their plugin. In addition I added the option to set `orbitCalc = false` in RealSolarSystem.cfg and that will disable redoing orbits. You can get the dll from the repo in the first post; click on it, click on RealSolarSystem, then plugins.
  21. v8.3 *Update to .90 (thanks ckfinite and taniwha) *Don't fire editor events when we shouldn't *Add cost info to engine change GUI *Show engine configs that are not available due to tech (not having that node)
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