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KSP2 Release Notes
Everything posted by NathanKell
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@SpacedInvader then RF Stockalike is using an old and deprecated form of setting these things. It will probably switch to the current, correct method at some point, so best to patch both.
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@PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[#engineType[O]]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG,* { @ModuleEngineIgnitor { @ignitionsAvailable = 0 @useUllageSimulation = False } @ullage = False @ignitions = 0 } } }
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
According to the current code in git, this mod does handle mass properly when FAR is detected, so... -
Realistic Wings suggestion
NathanKell replied to AeroGav's topic in KSP1 Suggestions & Development Discussion
This does not work because one makes various wing shapes out of the combinations of other wing parts. -
@OhioBob yeah, ok, the issue is that Kerbin's orbit has no eccentricity whatsoever, which means the eccentricityTemperatureBiasCurve is passed 0 divided by 0 which blows everything up. If you don't include eccentricityTemperatureBiasCurve in the cfg for any bodies with 0 eccentricity you should be fine.
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@OhioBob: Ah! Sorry, I totally misunderstood. Oops. Been a bit scattered of late. I'll try it with the node added back in and try to figure out what's breaking. Ya, ok, repro'd the issue. Trying with just a recompile for 1.1.2, if that fails too I'll do some debugging.
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[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
The autostruts are breaking things under those circumstances. Turn them off. -
@OhioBob the reason BodyLoader isn't doing anything with Kerbin is that there is no Kerbin node in your cfg.
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[1.1.2] TAC - Life Support - Dev Thread
NathanKell replied to danfarnsy's topic in KSP1 Mod Development
Wayland said he'd get this sorted tomorrow, so all good -
[1.1.2] TAC - Life Support - Dev Thread
NathanKell replied to danfarnsy's topic in KSP1 Mod Development
Bleh, thought I did, but nope, the release is off master with no code changes shown. @WaylandSmith did you merely recompile, or are there code changes not reflected in git? -
[1.1.2] TAC - Life Support - Dev Thread
NathanKell replied to danfarnsy's topic in KSP1 Mod Development
Give me your github usernames and I'll add you to the repo. I'll also be doing a merge from @WaylandSmith's update branch. With that done, and barring anything turning up, I suggest we make an official release so that people have at least something to use in 1.1 while other cool stuff gets done. -
@pellinor sounds good to me! If you pass me an absolute scale that should work fine. Note that in the editor I will fire an onvesselmodified event on receipt, so we need to avoid loops...
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RO Docking Ports not connecting
NathanKell replied to viktor19's topic in KSP1 Technical Support (PC, modded installs)
It's the Docking Port Jr., so same place as that is for ya. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NathanKell replied to TaranisElsu's topic in KSP1 Mod Releases
Awesome, thank you both! I would suggest waiting a bit before locking in case @TaranisElsu has anything else he'd like to post--maybe until there's a new release from the continuation. -
Close: the bigger the _number_ of parts, the bigger the lag. Basically, the "render cubes" event was sent by SendEvent, which by default sends it to all parts on a vessel rather than just the affected part.
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That's true for RF tanks. RF engines will need their own work.
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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
@danfarnsy what other stuff have you worked on, both KSP and not? Languages? @Zyx Abacab it'd be helpful if you'd mention too, since you offered to help as well. EDIT: I'd also really like to get @WaylandSmith involved, since s/he already did the heavy lifting on porting. -
I did fix the PP issue, guys, you don't have to worry...
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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
Yep, concur 100%, that sounds great!