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KSP2 Release Notes
Everything posted by NathanKell
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Glitching Mods....
NathanKell replied to DARGON606's topic in KSP1 Technical Support (PC, modded installs)
Then you did not successfully remove your existing KW installation and replace it with 2.6d2, which fixes those issues. -
Proper WWII Fighter Themed Parts
NathanKell replied to MightyDarkStar's topic in KSP1 Mods Discussions
jfx, you're...actually wrong on most counts. The only thing that modded KSP lacks, of all those, is meaningful missions. Besides, let me know when you can build planes in War Thunder or anything else (excepting X-Plane). Examples: -
2.2GB? Of which 1.4GB comes not from GameData, let's remember. Reorganizing folders is a bad idea, but you certainly can selectively delete parts you don't use.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Well, I suggest we just send *all* Winx64 support request Dragon01's way, he clearly wants to take the burden on.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
FennexFox: Yes, KSP doesn't know what to do with engines with high gimbal authority when your rocket is very light. Make sure your max TWR is lower, or turn off gimbal on your main engine(s) and use verniers for control as you approach max TWR. Felger: Update to latest Real Fuels. -
Ah crap. Will fix, thanks.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
Fix has been sent to DYJ. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
area is the square feet area of the intake. The curve is for pressure recovery; the latter two should be pitot intakes and the former maybe a supersonic inlet or DSI. -
One cannot have a resource with maxAmount 0 and not also have isTweakable = false hideFlow = true The problem isn't a 0 resource, it's a 0 resource that is displayed on right-click. Here's a generic fix: //Starwaster/NathanKell @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]:Final { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } } @PART[*]:HAS[@MODULE[ModuleEnginesFX],@RESOURCE[ElectricCharge]]:Final { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } }
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If you don't have TweakScale, the interaction plugin will quite properly fail to load. That message is saying "you don't have one of the two plugins I depend on, so I'm not loading."
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[WIP] US Probes - Old and New - Dev Thread
NathanKell replied to raidernick's topic in KSP1 Mod Development
Awesome! -
Oh man, this may be the stupidest thing I've ever done. I deleted the texture after I finished loading it, rather than just killing my reference to it. 8.1.1 fixes that. EDIT: up. v8.1.1 *Fixed stupidity where I deleted textures after loading them.
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Proper WWII Fighter Themed Parts
NathanKell replied to MightyDarkStar's topic in KSP1 Mods Discussions
IMO we need: 1. Ovoid fuselage system (Firespitter oblong is ok for some things, not others) with adapters to the other fuselage systems 2. Pear fuselage system (Me 262, F-86, etc) with adapters to the other fuselage systems 3. Radially-attachable canopies of various styles (bubbletop, razorback, squared razorback, FW 190, birdcage) -
What the... jrandom, thanks for the log! EDIT: Can confirm. Was hidden from me before because I was using the new system. Apologies. Fixing.
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DXT1 8192x4096 = 4bpp * 8192 * 4096 / 8 / 1024 / 1024 = 16MB DXT5 8192x4096 = 8bpp * 8192 * 4096 / 8 / 1024 / 1024 = 32MB DXT is a *constant bit rate* format. An image of given dimensions will *always* have the same file size in DXT1, and that file size will always be half what it is in DXT5. The exception, as you mention, is mipmaps, but images of the same dimension will, again, have the same file size, and DXT1 will be half the size of DXT5. slumpie: 8192x4096 is what is meant by 8k x 4k, I think Though you ninja'd the rest of my post
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
i.e. the test "should volumetrics be created" will always return true, not "you will see no volumetrics" -
Then you have a mod that makes them take monopropellant from the pod; that's not stock behavior (alas). Probably what they should use is Nitrogen (IIRC EVA packs use N2 coldgas thrusters?) dreadicon: Cool! I welcome pull requests.
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Changelog v8.1 *Completely revised loading system to use coroutines, added GUI. RSS will now load at the main menu, over a period of time to allow garbage collection to run. RAM usage should no longer spike as badly. Many thanks to stupid_chris for getting me set up with coroutines, and to Sarbian for help fixing some remaining issues. While loading may take slightly longer, you should be able to use more textures/parts, and you now get a handy GUI to track status. *Support calling textures from GameDatabase for the scaled space textures (SSColor, SSBump). This allows use combined with Sarbian's DDSLoader. *Added FOR[] for the LaunchSites MM patch *Updated to Custom Biomes 1.6.7
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
AJE needs nothing from RF. It runs just fine with LiquidFuel.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
Unless it cools off below the start-burning temperature, the fire will itself increase the part's temperature and cause damage, eventually resulting in it being destroyed.