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Everything posted by NathanKell
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[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
I apologize if that post came across as inflammatory; it was certainly not my intention. My intent was, and remains, to try to prevent people using unofficial fixes and then posting complaints or support requests for e-dog to deal with if (when) they don't work. Or not doing so, but still posting about how (within a *day* of a new release of KSP) a mod is not updated. If neither of the latters happen, the former (posting unofficial fixes) is of course fine! -
Missing stock parts
NathanKell replied to Capt. Hunt's topic in KSP1 Technical Support (PC, modded installs)
Alshain, Capt. Hunt: wow, I totally misread that. Sorry. I read it as "LV-N" for some reason, not LV. Whoops. Please follow the directions in the sticky; the requirements exist so we can help you. -
Improve KSP sense of scale with this one simple trick
NathanKell replied to Algiark's topic in KSP1 Mods Discussions
KSP is not going to look like a AAA title without quite a lot more work than just a shader patch. And I am not saying it wouldn't be great, just that KSP already does something a bit like this, which means it's tweakable. -
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
Before this gets out of hand, I want to say a few things with my moderator hat on. 1. All posts of DLLs must abide by the addon posting rules. Right now the posted zip needs a little note saying "recompiled by Addle" or something; the license says you can fork/redistribute, but you can't modify without attribution (including to yourself, as I understand it ) 2. The license does indeed allow forking, recompiling, redistributing, etc., so long as the terms of the license are respected. 3. Licenses apply when you share things, not for personal use. 3. This is a very different situation from the Real Chute thread for any number of reasons which I will not go into here because this is not the Real Chute thread. Now, mod hat off. As a *modder*, I tend to advocate patience. I have just done so on the TweakScale thread, and I did so above. e-dog has been active on the forum *today*. e-dog might update the mod, might not but say use Addle's fix, might say please don't use that, or might do any number of things. So let's leave it there, shall we? -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Um, the OP explains *exactly* what this does. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
What Dale said. pingopete: you have PM re: configs. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
GregroxMun: the creator of these parts has already described the direction s/he wants to take them in. I'm sure given the license s/he would be fine with retextures, however. landeTLS: It means you are pretty much limited to using an engine on only one size of tank. Without tankbutts, you could use an LV-T45 on a 2.5m tank if you wanted and it wouldn't look weird, or a Poodle on a 1.25m tank. Also, it means you can't so easily cluster LV-Ts on 2.5m tanks, because the tankbutts clip into each other or go outside the tank. Finally, a tankbutt is what it says: part of a tank. Tanks are pressure vessels, and that's why they're domed; instead, we get oil barrel tanks, and somehow the dome is part of the engine. Which means it should contain fuel, and which makes no sense when there's multiple domes on a tank end. That just looks freaky. Instead, it makes much more sense to have dedicated boattail / thrust plate / tankbutt, or to make tanks that include their own domes (as NP2 and KW tanks do). -
Chad became a much better modeler and texturer with experience and practice; C7 stuff was very much "programmer art" at the start, but his late stuff is great. Shame he wasn't given the chance to improve his earlier parts. GregroxMun: just because some people disagree with you on one thing, and other people disagree with you on another thing, does not make everyone who disagrees with you part of the same mafia.
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Official Mod Compatibility Thread for .25
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Freyera: welcome to the forums! However, this is not the place for support requests. I suggest you make a thread in the Modded Support forum. Others: thanks for the lnks! Do, however, please follow the guidelines in the OP. Mr.Kerbol: MJ *does* work. Use the dev release. -
DRE and FAR: What settings for DRE would you suggest?
NathanKell replied to soulsource's topic in KSP1 Mods Discussions
Start lowering density exponent (and afx density exponent to match) and increasing shockwave exponent until things feel too hard. -
Raptor also has the RF Stockalikes configs, which maintain engines' original roles (without regard to such pesky things such as size or nozzle shape >.> ) but give them Real Fuels configs.
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Why yes, yes it can. MM supports regular expressions.
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Improve KSP sense of scale with this one simple trick
NathanKell replied to Algiark's topic in KSP1 Mods Discussions
KSP *does* actually do some of this. Really far away things do get blued. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Thanks to Taverius (again) I have fixed my link. Oops. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
NathanKell replied to r4m0n's topic in KSP1 Mod Releases
SirJodelstein has been there, done that. -
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
If a mod does not say 0.25 in the title, you should not expect it to work in .25 You may be able to make it sorta-work, but don't claim sorta-work = work, either, please. Let's have a tiny weensy bit of patience, shall we? Also: no, Proc Fairings does not use TweakScale. Both PF and TweakScale use the same tweakable *interface*, provided by KSPAPIExtensions, but both have their own scaling code. -
zzz has publicly stated many times that *all* her/his works are public domain. You don't need permission to maintain them. If you wish to rerelease this (with credit) please start a new thread. Sending this back to its peaceful rest...