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Everything posted by NathanKell
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@pellinor noted, thanks!
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@Three_Pounds huh, I thought we patched all chute costs. I'll take a look. @stupid_chris our system is 1 fund = 1000$USD in 1965 dollars--what conversion did you use for your prices? @jdub3350 No. RP-0 is very, very closely integrated with RO, in effect it's an optional submodule of RO. As others have said, however, RP-0 eases the learning curve. @SpaceEnthusiast Place a procedural chute. Action groups->click on the chute. Edit.
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@CommanderShepherd RP-0 recommends B9 Proc Wings (CrzyRndm's fork - and @Crzyrndm you really should make a new thread for it). That should solve all your wing needs. RP-0 is balanced around the stats of those pwings rather than stock wings, and I've considered entirely hiding any wings except the proc wings. @Three_Pounds you might want to emulate the long chord nacelles on the later Meteors--use the 0.625m intake and some proc tanks for a nice smooth nacelle. I've been doing a bit with planes tonight, came up with two variants: Which is part He 280, part Meteor, and just a bit of Me 262 (slight wing sweep) and (in the vstab) Bf 109. Yes, the top of the vstab actuates. Now, here's the "upgrade" variant. Same engines, similar dry mass, but only 16% the Mach 1 wave drag area. Now it looks like a Hawker P.1057 (or for something more well-known, a swept-wing F2H or a higher aspect ratio Cougar). Can just barely supercruise (M=1.07 at 14km).
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
!key or -key alone will not work IIRC, you need to set it equal to something. Like !key = DEL or !key = foo or whatever. -
Yes, although @Nertea needs to update the metadata on SpaceDock.
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@Shadriss: You can fork it, but you'll have to implement the seconds->date conversion since we in RSS can just take advantage of the real DateTime and TimeSpan classes.
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@Three_Pounds you assume that I did it right. I did not. I forgot to update the netkan to take advantage of the version file (or @pjf's version-file-adding pull didn't, or there was a merge conflict, or something) and so CKAN thought, incorrectly, this was for 1.0.5. Sorry to everyone who installed it for 1.0.5; please revert to 0.47. Sorry to everyone waiting for it on 1.1.2; it should show up shortly. @EliasDanger as Agathorn says, it'll be a long wait. Also much of the instability described is due to ram limitations and 1.1.2 fixes that. Also, uh, Scott does some very unorthodx (or just plain weird) stuff, and therefore courts bugs, don't forget that bit. @Andretti AJE 2.7.1 is for KSP 1.1.2. What is claiming it is not supported? Yes, the tech tree after ~1970 is fairly sparse. That is acknowledged freely. Also, the Asteroid Day thing--it's fixed in CKAN but I forgot to fix the OP. Sorted now. Oh, and welcome to the forum @Andretti !
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v0.48 for KSP 1.1.2 Note: This update is, as far as I am aware, save-compatible with careers in RP-0 0.47 / KSP 1.0.5. It is intentionally so, and therefore does not include the save-braking major changes we would like to do; please stay tuned. Thanks to our contributors Raidernick, awang, stratochief, SirKeplan, chrisl, Zarbizaure, pjf, Ravenchant, Agathorn, and Veskenapper! Improve support for Raidernick parts. Sanify body science multipliers and altitude thresholds. Allow Mercury Flyby contract to occur earlier. Change KCT starting points in sandbox since our points are linear. Fix some Station contract issues. Support Tantares Venera parts, further Tantares fixes. Tweak stock satellite part-requirement chances, fix a typo. Update engine costs a bit (more to come). Tweak proc part costs upward a bit to better represent stage costs. Support Forgotten Real Engines Viking and Vega and RD-843 parts. Moved all LEO-rated heat shields to survivability node. Sanify FASA<->stock LR79 stats. Fix an issue with the Lunar Landing Repeat contract. Place RD-57 and M-1 Fix funny or duplicate placement of Soyuz PAO parts. Add more science reports! Update Custom Barn Kit syntax to latest version Use Tier 3 Runway model for all tiers to avoid pothole runways. Support RO v11's new Titan GLV upper stage. Update to KSP 1.1.2! Include a version file.
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[1.1.x] Kerbin Date Calendar Redux (Version 1.5)
NathanKell replied to nuclearping's topic in KSP1 Mod Releases
You may want to use the IDateTimeFormatter interface stuff and just replace how KSP does printing of dates. -
Reentry Problems with FAR
NathanKell replied to JokingJames2's topic in KSP1 Gameplay Questions and Tutorials
You have the wrong version of Modular Flight Integrator installed. Please only have mods for KSP 1.1.2 if you are playing 1.1.2. -
It uses localization settings, since it uses base mono methods. Enjoy whatever format floats your boat.
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What was the hardest thing you've done in KSP?
NathanKell replied to RandomUser's topic in KSP1 Discussion
Probably 2 stages of spin-stabilized unguided solids to lunar impact. -
@magico13 for the record while I'm happy to test the multipliers, I will not be holding RP-0 back so as to implement them--I want to get it up so people can continue their 1.0.5 careers, and then make use of that feature, as well as launch costs, in a save-breaking rework of our entire pricing model.
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
NathanKell replied to sDaZe's topic in KSP1 Mod Development
No idea. I would need some actual information to give an actual response.- 2,401 replies
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@magico13 Ah, hmm, I'm not sure if MM supports using variables for key names rather than key values. But consider this workflow in RO: 1. We create a general engine config file. It has the stats for that engine (thrust, propellants, reliability info, etc). 2. That config is applied all parts that have engineType = [that type] If your stuff were MM accessible, we could put the modifier code in the global engine config, and it could place the partname (for every part to which MM applies it) in your modifier. The use case here is solids: They should be much quicker per dollar. So in each of our global solid configs we could set up a multiplier of 0.5. Then each part to which RO applies that engine config would register something in your node. Do recall that MM is Turing-complete now, so we can do some crazy stuff
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@magico13 <3
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@magico13 the current KSCSwitcher repo is https://github.com/KSP-RO/KSCSwitcher/ @regex was kind enough to do the 1.1 update; I'm not super familiar with what had to change. I am trying the part thingie now, I'll let you know how that goes. I do have a question about module resetting--is that accessible to MM in any way? Also, and I apologize because I should remember this, but are presets MM-accessible? Ideally I'd generate the part modifiers by MM...