-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
[0.25] Crotchety Old Mod - Parts and FX for a NASA Mars Mission
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
MaxP: there's quite a few other FASA parts in the crafts, though. For instance, the RL-10 engine, some solids, tank parts IIRC, etc. -
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
NathanKell replied to strykersm's topic in KSP1 Mod Releases
Donate buttons are fine, yes. -
Yes, that. Also, blizzy said he's not supporting (i.e. helping people with) KSP Windows x64. If you have linux x64, that's stable; and there's nothing stopping you from running toolbar in KSP Win x64, just don't ask for help. (Also, this "Unfortunately this also means his mod is especially bad at playing well in 64 bit and will remain so for the foreseeable future.." just means you really don't understand the 64bit issues at all. They are not mod related, and toolbar has nothing to do with them.)
-
32-bit Windows or 64-bit Linux for modded install?
NathanKell replied to Strangelove444's topic in KSP1 Mods Discussions
Dual-boot, I wouldn't think performance would be good enough in a VM. And 64bit linux is definitely the answer. -
[1.7.2] KK Launchers - Delta, Atlas Pack
NathanKell replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thor-Delta? Jupiter? -
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
NathanKell replied to strykersm's topic in KSP1 Mod Releases
Thanks! When you get back, can you put it in the zip too? The forum rules require that too... -
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
NathanKell replied to strykersm's topic in KSP1 Mod Releases
A license in both the opening post *and* the downloadable file, please. Here's a handy-dandy guide. (As it stands the addon is not in compliance with the Rules, but as I know you're new to this stuff if you have the license up soon there's no need to yank the addon right now. ) That said, as I said on the dev thread, cool! -
[0.25] Crotchety Old Mod - Parts and FX for a NASA Mars Mission
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Thanks! Alas there is no video, partly because KSP was crashing every few minutes (last time either of us touched KSP Win x64). MaxP: If you just deleted FASA parts without replacing them, then things are going to be very, very strange for all the craft that use FASA parts. Also, it'd be great if you added a readme to the zip so it complies with the license in the first post -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
acore and inlet area are both in square feet. 11sqft means a *core* diameter of 1.14 meters, which seems plausible enough for the 1.25m RAPIER. It does, however, mean you need an *intake* that is 1.14m in diameter--not an intake mount, but the intake itself. taniwha sized intake area based off the model itself... -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
It still comes bundled with the config, you just install Custom Asteroids yourself. (Custom Asteroids apparently has problems on linux, so I decided to not force-bundle it.) -
Mods don't work
NathanKell replied to alexandar2404's topic in KSP1 Technical Support (PC, modded installs)
Also, merged the threads. Please don't post duplicate threads -
Mods don't work
NathanKell replied to alexandar2404's topic in KSP1 Technical Support (PC, modded installs)
Then you need to follow the instructions in the READ FIRST sticky. Because clearly something's breaking... -
Why is this fuel ratio off in this tank?
NathanKell replied to Galane's topic in KSP1 Technical Support (PC, modded installs)
Is your *engine* using .45/.55 though? Also, are you sure there are no other tanks can feed? Try a vessel with only this tank. -
German Space Alliance - A Community Mod Project
NathanKell replied to Kartoffelkuchen's topic in KSP1 Mod Development
Looking very nice! -
Nope, what's going on is this: Radial decouplers have fuel crossfeed. People don't notice it in stock because *usually* the things you put them on don't have crossfeed *in* (i.e. tanks). But with CrossFeedEnabler, suddenly they do. Instead, you should (as Squad should) disable crossfeed on your radial decouplers.
-
Won't be long now, just tidying up the last bug.
-
Einkleinermensch: find Europa in the RealSolarSystem.cfg file. Then inside that node look for PQSMod_VertexColorMapBlend set the blend = 1.0 line to blend = 0.6 Then try it. Then tweak the number to taste.
-
Documentation for the KSP API
NathanKell replied to The_Duck's topic in KSP1 C# Plugin Development Help and Support
<mod voice>If any of this were in violation, the thread would be locked and deleted. It's not. And that's all there is to it.</mod voice> Please return to your normal threadly activities.