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Everything posted by NathanKell
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I think you mean: @PART[your part name]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = * <----- what you want maxAmount = * <----- what you want } }
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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
Rakaydos: 1. Zip up the log. 2. Go to dropbox and upload (or pick whatever file-sharing site you like) 3. ??? 4. Profit!- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Realism Overhaul Career Mode Discussion
NathanKell replied to OtherBarry's topic in KSP1 Mods Discussions
RoverDude's sounding rocket model doesn't look very much like a real sounding rocket, honestly. It's cool, but it would not behave well in a real atmosphere with that big egg. Also, it would take a lot of work to convert, since his style is pretty much diametrically different from RO's, from the aesthetics to the part choices (sticks as launch clamps...) to the flavor text. That said, RP-0 has had sounding rocket contracts long before RoverDude released his mod. -
Yes, it's clearly a phobia that makes me unhappy when people blame my mods for KSPWinx64 crashing, and when KSPWinx64 gets buggier every release. It doesn't even work pure stock now. Thanks, Captain Sierra, for clarifying my mental processes for me! Think about it: if Unity Winx64 is breaking building references, do you think it might be breaking unquantifiable other mod references? Do you think there's *any* way for a *modder* to fix that?
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What's new in 0.90
NathanKell replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
Which trait is assigned to a kerbal (ProtoCrewMember) is purely based on a hash of their name, done whenever the PCM object is created, there is no saving or loading mechanism for saying which PCM has which trait. -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
NathanKell replied to Duracelle's topic in KSP1 Mod Releases
The issue is that Planet Factory does not properly insert *new* celestial bodies. It's a hack, it's always had issues, but the issues are more and more coming to the fore. Kopernicus does actually do things properly, but its main authors are students who are very busy with their studies right now, and I don't have time to contribute either. :\ Regarding Kerbin in particular, there are in fact *two* different variables for determining homeworld, the isHomeworld one, as well as a ref in Planetarium (home), the problem is that KSP doesn't (or doesn't always) actually *use* them. Instead it checks for a body named "Kerbin". <<< that's why RSS doesn't change planet names, because so much is hardcoded. -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
NathanKell replied to raidernick's topic in KSP1 Mod Releases
Presumably because it's a probe core? Unless raidernick wants it to be a particularly *dumb* probe core I'd say it's working as designed. -
That's enough folks.... Yes, Wolves_Hero, RF needs an update. Working on it.
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Stock career itself doesn't work in KSP Windows x64. Squad warned you it was unstable when you downloaded it, and they ain't lying.
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Official Mod Compatibility Thread for .90
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
TheOfficialStorm (et al): Please follow the guidelines in the OP. They're bold and in red, even. This makes everyone's lives *much* easier, and saves a lot of duplicated effort. nlight, thank you for, y'know, actually following them. I'm going to hold off on KAC and ALG until their (prolific) authors update their titles to reflect .90 compatibility. Ippo: oops, sorry. -
Kerbal Construction Time/StageRecovery Dev Thread
NathanKell replied to magico13's topic in KSP1 Mod Development
Still on .25, but it seems to work ok with RealFuels again. (Need to test a bit more.) It's an issue on both our ends--I sure as heck shouldn't be firing that event when not in the editor... -
Quick Question about size and weight
NathanKell replied to Clarkimedes's topic in KSP1 Mods Discussions
Whereas, oddly enough, stock payloads like the pods and probes mass either their correct amount, or even much more than they do in real life. -
NEAR is FAR without the GUI (makes construction harder), without the stuff that makes reentry easier, and without wing interaction (which is not exactly realism). You can use it if you want, but don't expect to survive reentry. Bender222: are you using 0.25, or did you upgrade to .90? Note the topic title if the latter.
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[.90] RealHeat: Heat Transfer 101! [WIP]
NathanKell replied to Goozeman's topic in KSP1 Mod Development
Thanks mostly go to Goozeman, for doing this! (And for doing it awesomely, too.) -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
NathanKell replied to Duracelle's topic in KSP1 Mod Releases
Lemme know if you run into questions doing the porting (or otherwise). -
Official Mod Compatibility Thread for .90
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
This is about the fourth time I've come into this thread and seen Master Tao has already done all the updates. Don't rep me, rep Master Tao. -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
NathanKell replied to Duracelle's topic in KSP1 Mod Releases
_Augustus_, please post on the appropriate thread. Let's actually leave this thread about a mod to discussion about that mod, shall we? -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
NathanKell replied to Duracelle's topic in KSP1 Mod Releases
I think everybody needs to take a deep breath. EDIT: Duracelle, for the record, RSS runs at main menu and can edit any and all planets that exist at main menu. You add two dozen? RSS can edit 'em. Assuming they're added properly (as Kopernicus does). -
I'd start with "bad things."