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KSP2 Release Notes
Everything posted by NathanKell
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@JeeF I did ask for KCT to support an absolute date option, and to properly handle time offsets. @magico13 is truly awesome about fulfilling our requests, so I doubt it'll be a problem.
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Yes, yes it should.
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RSS already has realistic atmospheres. Rather by definition. Especially since OhioBob wrote the curves.
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@Galenmacil yep, just so. KAC is another source of it.
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PSA: Folks may really really like this:
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PSA: You'll want to grab this as well:
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I do not know why it's not on CKAN, it should be. I suggest asking on the CKAN thread. Thanks everyone! And again, from me, thanks to all the amazing contributors who made this possible! Those of you having errors--as was mentioned above you really need to install all the dependencies (and all of each dependency) or things will break. That means, e.g., you need the full RealFuels and all of its dependencies (SolverEngines and Community Resource Pack).
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[1.1.2] TAC - Life Support - Dev Thread
NathanKell replied to danfarnsy's topic in KSP1 Mod Development
@Bit Fiddler TACLS used to be like that, but a long time ago resources were rationalized to comport with all other mods' resources (see the Community Resource Pack). It's a really, really bad idea for TACLS to have a different "Water" resource than all the other mods that use water, etc. -
A HUGE thank you to all our contributors for making this possible! If your name isn't on the OP yet don't worry, a new OP is under construction (it's sorely needed, the mod links are out of date too). A special thank you to the many new folks who stepped up to help make this happen. v11.0.0 for KSP 1.1.2 Update for KSP 1.1.2! Update to latest RealPlume. Start axis-limiting gimbals. Show ElectricCharge in watts in tooltips and the Solar Panel menu in flight. Heat shields make much more sense now: they convert ablator into charred ablator, and "consume" untouched ablator at more sensible rates. Gendered many docking ports. RemoteTech tweaks and fix some incorrect antenna descriptions. Support AIES antennas. Crew in parts mass 100kg each (person plus suit). Yes, this will not fit all cases but is better than nothing. Do a pass to mention diameter and correct manufacturer for various parts. Change provided engine layouts to support latest version of SSTU Support SSTU RD-0110, Merlin, RL10A-5 engines. Better SSTU upper stage support. Update RSB configs for latest RSB. Updated FASA Titan II/GLV mass values to a better source Updated FASA Centaur tank masses to better sources Support for the ignition additionalFailureChance (TestFlight) now enabled Fix issues with latest VSR. Update CST-100 patches. Various typo fixes and improvements to engine configs. Fix issue with Apollo parachutes burning up. Fix issues with Skylab (ECLSS and antennas). Add more ConnectedLivingSpace support. Rescale many IVAs for correct size. Change around stock (Squad) lander cans: Mk2 can now seats three and has more reasonable mass; Mk1 now has a bit lower mass; and a clone of the Mk1 is added seating two. Support more SXT hab modules. Support Wild Blue Industries Buffalo MMSEV. Tweak J-2 ignitions for better accuracy. Tweak TestFlight generic configs. Add more TestFlight reliability configs. And many more!
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NathanKell replied to TaranisElsu's topic in KSP1 Mod Releases
With TaranisElsu giving his blessing, it might now be time to close the thread. So, uh, people don't get confused like the above. ( new thread here: ) -
[1.1.2] TAC - Life Support - Dev Thread
NathanKell replied to danfarnsy's topic in KSP1 Mod Development
Official KSP 1.1.2 release is here: https://github.com/KSP-RO/TacLifeSupport/releases/tag/v0.11.3 Using the code updates from @WaylandSmith until @danfarnsy gets everything up and running. -
v11.1 Enable conduction compensation (now that FAR no longer lowers conduction). Set resources to volume=1 for compatibility with other mods. Don't set wrong massDelta when basemass is negative (fixes the B9 proc wings mass issue amongst others). Fix an NRE in database reloading at main menu. Fix issue with configs getting lost (affected LR91 verniers). v11.1.1 Fix an NRE that was messing up staging in the VAB/SPH
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I'm on vacation. Go bother @Vanamonde.
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Pushed 1.2.1 with that fix and @RadarManFromTheMoon's LF-only and Ox-only tank rebalance. @NoMrBond the stock procedural fairing is entirely unrelated to all of this. I have been talking only about PP itself, and a bug in PP itself which I fixed. The fix has now been released, although for some reason updating the date and version in the OP is erroring out for me.
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@curiousepic that sounds like either your OS is 32bit or you are running 32bit KSP. Changelog v11.2.0 Fix for some missing stock textures. Tweaks to Mars PQS. Fix a typo in Tanegashima's launch site definition. Fix Pluto having two atmosphere nodes. Tweak temperature of Earth's upper atmosphere. Make Saturn oblate (thanks Sigma88). We forgot to enable some temperature curves (thanks OhioBob). Tweak upper atmosphere of Venus slightly (thanks OhioBob).
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
v4.2 Lower convective coefficient at low density and velocity (we were overestimating convection then). -
@smjjames for the record, we have left unfixed precisely _zero_ crashes we've been able to reliably reproduce. We are aware there are other more random-ish once, but thus far they have eluded reliable reproduction. Ask @Agathorn how long we spent on fixing the OSX crash-on-load bug during the height of crunch (that one _was_ reliably reproducible, and therefore fixable).
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It has no effect on ullage simulation. Adding more pressurant to a tank doesn't make it more or less likely for the propellant to come out at a given end.
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it's super simple. In the CONFIG node, ullage = (True/False) pressureFed = (True/False) ignitons = (integer) IGNITOR_RESOURCE {} same as old syntax the only tricky bit is this (and it was true on the old syntax too). When loaded ingame, -1 igntions == infinite, and 0 or more = finite. When in a CONFIG node, however, 0 = infnite and a number less than 0 means techlevel dependent (where the # ignitions = Max(1, TL + ignitions) so -2 means 2 ignitions at TL4.
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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
I have merely bundled this together and fixed the metadata, and also that engine gimbal patch. I suggest sending PRs for any files that are behaving oddly so Ven can merge them to fix.