-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
And a *giant* thank you to everyone who reported it ASAP (which meant you had to see it, unless you had the domain blocked).
-
Well, that was interesting. Regular service has resumed. Apologies to anyone who saw the late unpleasantness before it was removed, because boy howdy nobody needs to see that other than 13 year olds trying to shock each other with the grossness of the internet.
-
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
You have two copies of FAR installed, or both FAR and NEAR? -
Well, the addon rules forbid invoking private methods; I dare say injecting code and replacing methods are a bridge too far. (Yes, we would not merely be *modding* KSP, but literally ripping out pieces and replacing them). On the other hand, the last guy to do injection made the plugin loader and got hired by Squad. VonFrank: As I said above, it's not about knowing or not knowing. It's about the fact that Squad code *ignores* tilt, and thus you have to somehow replace Squad code.
-
Without logs, literally no help can be provided, because I don't know what *to* provide. Let's say you call up your mechanic, and tell her your car doesn't work...and then refuse to answer any questions about how it doesn't work, or let her examine it. Think your car will get fixed?
-
Paul: It's automatic. RedAV8R: Hah. Soon... OnlyForSupport: welcome to the forums! RSS V8.0+ is indeed only for KSP 0.25. If you want a prior version of RSS, click on the Github link in the OP and then click releases; you'll want 7.4 for KSP 0.24.2. When you have the correct version of RSS, then please follow the directions in the How To Get Support thread. In particular I do need the correct log, and a list of all the mods you have and their versions. braininator: Yes, the textures are compressed on load, always have been, just like all other textures, the exception being normal maps (which you have a choice to compress or not, see compressNormals line in RealSolarSystem.cfg). However, with Sarbian's dds loader it will be possible in *some* cases to load the texture as raw and stream it straight to memory without uncompressing. That will not solve the real issue, however, which is that MapSO can't use compressed textures.
-
My fault, as usual. :] Was part of the 3am oh-crap-there's-more-parts-to-add-before-I-send-to-Starwaster thingie right before .25
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
NathanKell replied to Starwaster's topic in KSP1 Mod Releases
But that's just the point: Parts *don't* have equal drag values. With the coefficient of drag constant, drag will be *purely* proportional to mass and atmospheric density and the square of velocity. If they wanted parts to have the same drag, then an empty and a full fuel tank would have the same drag, but they don't. -
It's called "you're out of memory". Remove one or the other, or use Active Texture Management, or delete some stock parts, or (if on Linux) use Linux x64. sp1989: about right for something firing in vacuum, though the trail should diffuse faster
-
Thanks to help from stupid_chris and Sarbian, I totally redid the RSS loader to use coroutines. This means: 1. No more "freezing" on the "Loading..." screen. 2. A GUI that shows progress loading RSS, on the main menu 3. Since it's done over multiple frames, garbage collection has time to run, which means much lower RAM spikes during loading. What does 3 mean? Example: Before, after loading RSS I would end up at 2.8GB total. If I added any more parts (or planet textures), despite the likelihood of *ending up* below the ~3.4GB cutoff, RSS loading would spike usage over that. Now, it only spikes up by about a hundred MB (more or less unavoidable, due to loading uncompressed 8192x4096 images) so you should be able to have about 500MB more parts or planet textures.
-
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
THANK YOU indeed! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Same response I gave in the pwings thread: That plane will have *severe* mach tuck. Add some canards, and then shift the main wings back a little bit to compensate for the CoP moving forward. Also make sure canards and inner control surfaces are Pitch only, and outer ones are roll only. Also needs way more vertical tail. Finally, you might want a higher degree of sweep; that level of sweep would be best for something that hangs around 0.85-0.9 Mach, not supersonic. EDIT TO ADD: you have little enough authority as it is, with the only elevators so close to the CoM.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
That plane will have *severe* mach tuck. Add some canards, and then shift the main wings back a little bit to compensate for the CoP moving forward. Also make sure canards and inner control surfaces are Pitch only, and outer ones are roll only. Also needs way more vertical tail. Finally, you might want a higher degree of sweep; that level of sweep would be best for something that hangs around 0.85-0.9 Mach, not supersonic. -
RealChute issue, not a FASA issue.
-
Sounds like the MM config isn't properly decreasing heatProduction for both modes.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
Instead of totally disabling ascent guidance, just play with "final angle" in the "edit ascent path" window to finely control pitch. Not 100% automated, but better than no automation at all. As for landing, you need to add multiple low-thrust engines and selectively disable them as your TWR climbs. Or you can do what Surveyor did: a large fast-burning solid retro to kill most descent velocity at a km up or so, then some small, limited-fuel verniers to soft-land. Don't plan on only using one (set of) engine(s) if they're not throttable, unless the set is *very* large. :] -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
If you get everything else right, scale acore until static thrust matches documented static thrust. Note that you may also need to use the afterburner SFC multiplier to get wet SFC to match documented wet SFC if you have dry SFC already matched; EngineSim appears to underestimate SFC wet. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
Correct, it only does it in fullscreen. -
Outsourced R&D taking all my money
NathanKell replied to Hyperlynx's topic in KSP1 Technical Support (PC, unmodded installs)
Moved by request.