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KSP2 Release Notes
Everything posted by NathanKell
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No launch clamps?
NathanKell replied to MrabEzreb's topic in KSP1 Technical Support (PC, modded installs)
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. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
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. -
I think you mean Rangemodel "Root" (which is the new name for Additive, not Adaptive). But yeah, that would work much better, I think.
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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 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. -
-=Kerbal Space Program: Super Easy Mode?=-
NathanKell replied to HuntsmanThe7's topic in KSP1 Mods Discussions
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. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
The engines *are* no longer in RF proper as of 8.1 -
Sweet! Thanks much!
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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?)
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Ph34rb0t: Yes to all. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
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.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Never mind, found it. Have to release tomorrow, though.
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Stock plane control surfaces are the bomb (not in a good way)
NathanKell replied to S1gmoid's topic in KSP1 Mods Discussions
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. -
Logs please?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Probably running into the known issue in .25 where TGA loading just...fails, sometimes. -
If you give a part a ModuleHeatShield, even if it doesn't *do* anything, its max temperature will not be changed.
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- reentry
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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.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
NathanKell replied to K.Yeon's topic in KSP1 Mod Releases
Well now, that looks pretty cool! Welcome to the forums, and what a first post!