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KSP2 Release Notes
Everything posted by NathanKell
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Can you maybe borrow some of asmi's code? It's HLSL but doing the same thing, IIRC. -
[1.12.x] Custom Asteroids 1.9.0 - January 24
NathanKell replied to Starstrider42's topic in KSP1 Mod Releases
AFAIK that's a stock issue from timewarp. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Are you looking at the new code I wrote (based on JSBSim) or the old YASim code? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
I am the ultimate opposite of disappoint. Amazing work (as always, but especially finally a real atmosphere shader!!!) -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Hey, ol' Bang-Bang works *great* in atmosphere. Don't be hatin' on ol' Bang-Bang! I know almost nothing about electric propulsion, sorry. You'd best be served by talking to hoojiwanna or Nertea IIRC. -
Deadly Reentry and 6.4x Kerbol
NathanKell replied to Norpo's topic in KSP1 Technical Support (PC, modded installs)
I posted a wildcard based patch in the 64k thread. -
Unity is not needed for plugin dev.
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[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
Proc fairings does not implement compatibility checking IIRC. It bundles KSPAPIExtensions which does, and will warn on KSP Win x64 but not lock. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Yep and yep. Hah, that reminds me of this famous pic. -
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
FAR has a serious bug in its current release form. Get the dev release direct from FAR's repository on github. -
Also licenses. They're things.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
Awesome! And, definitely, Real Life first. Don't let us drag your college-ing down. -
Yes, MM edits confignodes. The game loads all cfg files as confignode files and puts them all in GameDatabase (well, it skips anything under a PluginData folder). In fact, if you look at Launchsites.cfg included with RSS, you'll see it does that very thing. Good question about whether to keep together or split. pjf, thoughts?
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You have multiple ModuleManagers. That's bad, keep only the most up-to-date. As for lowering memory, just because RO supports a mod doesn't mean you have to have it. Try with, like, *half* those part packs. See if KSP is more stable.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
You don't have to figure it out, RealFuels does that by default. (As long as you add a ModuleEngineConfigs module, even if there's only one CONFIG.) -
Jumbo 32 v1.4 NEW UPDATE. [RSS Config]
NathanKell replied to Whirligig Girl's topic in KSP1 Mod Releases
This is a pretty neat idea, and should work well for those who want things a bit bigger than 1.75x! However, I'm afraid it's not in compliance with the Addon posting rules. You'll need to: 1. Include a license for the add-on in the download and in the OP, 2. Include either the source or a link to where the source might be obtained for all dlls included 3. Follow the license terms (and state the license of) all bundled add-ons. -
While that doesn't appear to be an explicit out-of-memory crash, it's worth trying to lower your memory usage since that usually increases stability.
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Configuring Engine Resource Consumption
NathanKell replied to CaptainKipard's topic in KSP1 Mod Development
Gaalidas: Since Isp determines how much *mass* of fuel is consumed, changing a fuel's density will not change how many kilograms of it are consumed by an engine per second. It will just change how many units of fuel are consumed, but units are essentially meaningless in KSP; they don't correspond to any actual measure of volume. If you increase density, then a tank that holds 440 units of the resource will still hold 440 units, but where once that meant 2.2 tonnes, now it means, say, 4.4 tonnes. The rocket equation doesn't care about what size or shape your rocket is, all it cares about is mass_gross / mass_dry, and Isp. -
Official Mod Compatibility Thread for .25
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
PGHampton: They're in order of update. It's easy to copy-paste and sort, or to Ctrl-F for modname; you can't ctrl-F for date-updated, and this way people who've already been looking at the list can just look at the bottom of each to see what's new. That said, it having been a well over a month since .25 was released, you're probably going to want to use the Community Mods and Plugins Library since that's a much more complete list; this thread has pretty much served its purpose. -
Yeah, the DLLs won't fail to load--they will load. They'll just break badly when you try to do anything not in NET 3.5.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Oooh, that is an *excellent* question. They'll collide. Thanks for that. -
Realism Overhaul Career Mode Discussion
NathanKell replied to OtherBarry's topic in KSP1 Mods Discussions
Yes, it rather depends on some not-yet released things I just added to RO, and also FAR from git since otherwise Procedural Fairings support is broken. Also meant to be played with Ven's Stock Part Revamp (and the VSR / SXT interop patch I wrote for this express purpose). -
Drooling over that IVA...