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KSP2 Release Notes
Everything posted by NathanKell
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Wait, so you're not even playing the current version of KSP and you're trying to convince us we're wrong about the general stability of the x64 version of the current version of KSP? You know, the one where Squad said it's less stable than .24? ... On the topic of this thread: While it is factually true that There Will Be Trolls/Jerks/etc., as I said before it's a colossal dodge of responsibility on all our parts if we think that absolves us of the need to, each and every one of us, confront them. I don't believe people are unchangeable, but even if I did there's a far cry from "there's a jerk every few pages of thread" to "there's a jerk every few pages of thread, who promptly gets piled on by everyone else." Can you see how the latter is much, much less dispiriting for mod makers?
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Augustus: if you can give me another fix-six hours a day, and/or take over a few of the mods I'm maintaining and also my job, then sure. MCFG22: Sorry, what does the Np stand for in this instance? All I know of is "no problem"... For editing terrain, you would want to edit the various PQSMods that create the terrain. Please watch to get an overview of how terrain works in KSP.
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PhaserArray: I have no plans for this at all, other than fixing bugs. I would, in fact, be extremely happy if someone were willing to add that stuff (or anything else) but I'm *way* overstretched myself. cipherpunks: use Realism Overhaul and Real Fuels. Everything will be as correct as we can make it. Do you have stats on Ni-H2? I couldn't find any in the wiki; RF battery mass and volume is based on my best guesses....
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Landing an SSTO with Deadly Reentry & NEAR
NathanKell replied to Broax's topic in KSP1 Gameplay Questions and Tutorials
On the contrary, NEAR is *less* forgiving. NEAR does not model mach effects, thus you have much, much less drag super/hypersonic, and thus reentries are much, much harder than they should be. Use FAR. -
all parts vanished
NathanKell replied to DamianDrazhar's topic in KSP1 Technical Support (PC, modded installs)
As dio says, presumably something broke during part loading, but to know what we need the log (the one the linked sticky thread tells you how to get). -
SLS Block 2 core stage TWR?
NathanKell replied to FennexFox's topic in KSP1 Gameplay Questions and Tutorials
LethalDose: consider it possible that a person is playing modded KSP (in this case RSS + RO, so the *actual* SLS Block 2 with the *actual* SRBs. Going to a TWR of 0.8 when you're only two minutes into ascent is Very Bad News on RSS.) -
The mountains and other terrain *are* scaled up as well. I've been trying a generic DRE config, since I noticed the config only touches a couple parts, not all heat shields (????).
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Congratusalations!
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Ferram answered there, as did I: it's stock KSP. If you want them to have fuel, play KSP.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Here: https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/Overhaul/x86-Release.zip FennexFox: Very cool! -
Tying EVA/Jetpack to Tech Nodes?
NathanKell replied to Headhunter09's topic in KSP1 C# Plugin Development Help and Support
Check BTSM, not sure if that removes the jetpack or just zeroes the fuel though. -
Answered your crosspost in the NEAR thread.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Fuel was added in .24 I think, or if not in .25. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
I reported the issue on Github. I think ferram is aware by now. -
Ruedii, KSP plugins are architecture independent. Errors you encounter in Win x64 are not due to mods, and the fact that we can do nothing about the problems, and that nonetheless people blame the mods is a very, very large contributing factor to why a number of us disabled our plugins on KSP Windows x64. (For example, all the stuff you talk about applies to KSP and to Unity. Please make those suggestions to those devs.) I mean, heck, I'd love to be proven wrong. Maybe we're using unsafe x86 code and we just somehow don't know it.
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RSS And Hyperedit Are Imcompatible
NathanKell replied to MoeKitsune's topic in KSP1 Technical Support (PC, modded installs)
Emphasis added. Glad you've got it working! -
Solar panels seem overpowered
NathanKell replied to Marclev's topic in KSP1 Suggestions & Development Discussion
Can't speak about balance, but stock solar panels are about 10-20x more powerful than real life ones, although they also mass considerably more than real life. It's only made worse by the power curves not following an inverse-square curve, however. -
RSS operates via .cfg files. You can open the RealSolarSystem.cfg file to see an example of what RSS does. What exactly are you trying to do?
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RSS And Hyperedit Are Imcompatible
NathanKell replied to MoeKitsune's topic in KSP1 Technical Support (PC, modded installs)
That's not what the sticky tells you to add, and that's not what we need. Please follow the guidelines in the How To Get Support sticky.