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NathanKell

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Everything posted by NathanKell

  1. Can you post about this on the EL thread? That is more likely to get taniwha's attention now that you've narrowed it down.
  2. Do you have the most recent FAR? My guess would be you do not. Update *all* the mods. And just as a general note, if you *literally see other people saying it works* please don't assume the release itself is at fault.
  3. Probably easier than this, and no less flexible (indeed, more flexible!) for us would be to have the number of seconds in a day, and days in a year, customizable rather than hardcoded to the two existing options. Especially given the difference between solar days and sidereal days...
  4. I think you mean Rangemodel "Root" (which is the new name for Additive, not Adaptive). But yeah, that would work much better, I think.
  5. I actually quite like the Mainsail. The original idea of the Mainsail was "big hungry inefficient engine" and you hit that to the T. Only thing is maybe the exhaust pipe should be a bit narrower? Actually....in fact, it looks perfect for a "earlier than all other engines" role--if I were you I'd release it separately as the LV-T15 or something. Looks very like the Redstone engine etc.
  6. Let's have a bit less sniping, shall we? AlderGottersint, if you turn on unbreakable joints and gravity hack and infinite fuel, other than crashing into things you will only move when you thrust. However, in KSP, like that old classic Asteroids, you will *keep* moving until you thrust in the other direction. In essence, I think regex actually hit the nail on the head: try using MechJeb to automate what your vessel is doing (*without* hack gravity on...) and use that as a way to learn how to control your vessel. You can also check out lots of Let'splay tutorials on YouTube on how to do various things.
  7. This post requesting support for a modded install is choo-chooing over to the Support (Modded Installs) forum. It also has a convenient "Read me first!" sticky on How To Get Support, which I'd ask you do, and follow its guidelines.
  8. Google "C# for Java programmers" or something, that should help you get transitioned. There are more C# tutorials than fish in the sea...
  9. Because there isn't a vessel yet. OnLoad is run during KSP load, when all the parts are compiled. It's *also* run whenever a vessel is loaded from confignode (i.e. from .craft, from .sfs, or from going off warp), but the first time it's run there's no vessel. Some other times too.
  10. Please follow the guidelines in the "How to get support" sticky -- we need *way* more details than that.
  11. I use dual 6950s, I can run tests if you like. Note that *only* textures that get resized get put in the cache. If you're running basic, this will only be a few normal maps. Also, of course, if things are resized by 1/2, they will take up 1/4 of the disk space if they are kept in the same format, or more like 1/40th if the original texture was an MBM/TGA (cache is PNG, yeah?)
  12. AlyxMS etc, that is a problem with PWings not talking correctly with FAR 14.3, which has now been fixed Pwings-side. Please get 0.9.1.
  13. Never mind, found it. Have to release tomorrow, though.
  14. Ah, right after my own heart. Pwings should be up to date within a day or so; I already sent the fix to DYJ. Some examples of what you can do with Pwings, PParts, tweakscale, and (of course) FAR/AJE/etc. Early jet. F-4J Phantom performance, hopefully not F-4J Phantom looks. Turboramjet, Mach 5 or so. Also HTP/Kero rockets for X-15-style zoom climbs.
  15. Probably running into the known issue in .25 where TGA loading just...fails, sometimes.
  16. If you give a part a ModuleHeatShield, even if it doesn't *do* anything, its max temperature will not be changed.
  17. There's something to be said for two teams, but there's also something to be said for (a) mixed team(s). The former has the advantage of continuity, but it has the disadvantage of segregation. I'm very glad that while KSP is grounded in the dreams of a boy, the KSP community is a very big, very diverse family, and I'm glad Squad is very cognizant of that.
  18. Well now, that looks pretty cool! Welcome to the forums, and what a first post!
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