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KSP2 Release Notes
Everything posted by NathanKell
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biohazard15: It is a known issue that EVE can do that only in the sense that it is a known issue that *anything* that pushes KSP Win x64 over the 4GB limit will. It has nothing to do with any particular mod. Please read the READ FIRST sticky before accusing a single mod of problems that have nothing to do with any mod and everything to do with KSP .24 Winx64 instead.
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[WIP] US Probes - Old and New - Dev Thread
NathanKell replied to raidernick's topic in KSP1 Mod Development
That looks *very* sharp -
Welcome! Calculating payload is tricky; how much delta V is needed to reach orbit is a complex function of TWR and flight path, and how much delta V is available is a function not just of fuel carried but of how long you spend at what pressure in an atmosphere. As a general rule you should add payload until you have 4500m/s of *vacuum* delta V available; if you fly a decent ascent, that should be enough to get into orbit.
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Will x64 get updated with .25?
NathanKell replied to kc8hnz's topic in KSP1 Suggestions & Development Discussion
Padishar: A number of them do, IIRC, besides which as I understand it SQUAD has access to Unity source anyway and can find and fix it if it is indeed a pointer-casting issue. -
Fighter jet cockpits/command modules??
NathanKell replied to Trollkowski's topic in KSP1 Mods Discussions
The Mettworks cockpit by Mettwurst is modeled on the F-104's cockpit. You can get it from my Reaching for the Clouds pack. You can get a bubble canopy from Firespitter. You can get an F-16 cockpit from Nazari's special projects mod. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
It's built around stations. prat is pressure ratio, and the number (or pair of numbers) is the station where the ratio applies. i..e prat3 is the pressure ratio for the compressor (station 3), aka the Compressor Pressure Ratio (CPR). -
Yep*, but then there's no point since the threshold is the same as 32bit's threshold, and you get all sorts of other issues (like the right click bug) in x64, so you might as well stay with 32bit. *although note that KSP *does* convert textures to RAM-efficient format, that's why it takes so long to load. All you can do is use ATM and scale the resolution of the textures down. Note that format on disk has no impact on format in memory; everything gets converted to DXT, basically. See here for more details.
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Please read this thread in its entirety, and be aware you are going against the explicit wishes of many, many mod-makers. So long as it remains links, no one will have a problem, but be prepared for devs refusing to support anyone who uses their mods via a modpack; and be prepared for license closures if you go ahead with it. Further, note that (as just one tiny example of the problems inherent in modpacking), you're linking to a very outdated version of Chatterer. I haven't even checked the rest of the links.
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I really have nothing to add to that excellent post. Well, ok, one thing: if something internal in KSP 32bit broke, that's the same kind of useless stack trace you'd see, because SQUAD (to no purpose, and to much decrease in speed and added difficulty) obfuscates their code in the DLLs. Which is silly, because they also then by the rules don't allow us to look into the DLL anyway so what's the point.
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Several Realism Overhaul isues
NathanKell replied to SanderB's topic in KSP1 Technical Support (PC, modded installs)
No problem! I could well be misremembering, so don't take it as gospel (although I have, indeed, not seen any issues myself...) -
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
NathanKell replied to strykersm's topic in KSP1 Mod Releases
I still have SF2 (and First Eagles and Il-2 1946) installed as well. Did a fair amount of modding for SF2 and FE, actually. Good engine. Pretty amazing you can do everything from 1914 to 2014 in it. -
1. Modpacks are generally a bad idea (see here for a recent discussion). 2. The licenses of the mods you have selected prevent packing together anyway.
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Career mode right now is unbalanced, as Squad readily admits (they have other fish to fry). That's neither here nor there.
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Wow. Never have I seen a more helpful post! Devilminer: I suggest looking at this sticky, it will help in troubleshooting.
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
NathanKell replied to r4m0n's topic in KSP1 Mod Releases
I'd suggest PMing r4m0n; that does sound like a server issue. -
Several Realism Overhaul isues
NathanKell replied to SanderB's topic in KSP1 Technical Support (PC, modded installs)
Assuming the issues remain even after you get RF installed and working properly: 1. As of the latest RealFuels, you should see an autoconfigure option in a fuel tank for attached RCS. Note, however, that RCS propellants follow stack flow rules, not allvessel rules, so you need a valid crossfeed between the fuel tank and the thruster. If in doubt, place a 24-77 in the same spot and configure the fuel tank for that engine; if it doesn't fire, neither will RCS. 2,3. Please check the 2nd post in the Realism Overhaul thread. It has various extra patches, including one for RT2. 4. That sounds very incorrect. I would suggest following the troubleshooting steps in the RO thread's first post, and if that fails post there to let RedAV8R know. The Mk1 pod should have a mass of about a ton, and the MK1-2 about 4 tons. 5. I'll check that out. Should only happen if the parachute is deployed. 6. No idea. Reproduction steps? Hattivat: It broke Real Solar System, which has since been patched. I don't know of any issues with RF... -
Your best bet would be to also look through the Docs page of the Calcs spreadsheet in post 2. That should explain more stuff.