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NathanKell

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Everything posted by NathanKell

  1. Then you did not successfully remove your existing KW installation and replace it with 2.6d2, which fixes those issues.
  2. 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:
  3. 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.
  4. Looking forward to this very much, glad to see the official post! (Also, kudos for the code of conduct )
  5. Well, I suggest we just send *all* Winx64 support request Dragon01's way, he clearly wants to take the burden on.
  6. 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.
  7. It doesn't. Those will fail to work, and an error will be placed in the log like "Could not apply zzzzz as normal map, incorrect format"
  8. 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.
  9. 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 } }
  10. 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."
  11. 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.
  12. 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)
  13. What the... jrandom, thanks for the log! EDIT: Can confirm. Was hidden from me before because I was using the new system. Apologies. Fixing.
  14. 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
  15. i.e. the test "should volumetrics be created" will always return true, not "you will see no volumetrics"
  16. 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.
  17. 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
  18. 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.
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