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Everything posted by NathanKell
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[WIP] Basic Resource V1 Karbon Edition
NathanKell replied to lowaltitude's topic in KSP1 Mod Development
Sorry, don't want to drag this off topic, so I'll end my dragging here, and just point to this blog post explaining it; there is an open, derivable version of the grid code, it's just not the latest one Majiir wrote; as for the assets, yes, you can't reuse Kethane assets, but that shouldn't be a big deal if what you're making is a resource mining *plugin* (you can use various open assets). lowaltitude: good luck! (And I mean that not the least bit facetiously either!) -
[0.25] Crotchety Old Mod - Parts and FX for a NASA Mars Mission
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Yep! (If you read the image descriptions in the album (click the logo), we talk about that) As for thrust varying with Isp, note that this requires Real Fuels, which does that. -
[WIP] Messerschmitt BF-109 G-6 Cockpit
NathanKell replied to strykersm's topic in KSP1 Mod Development
Then would you consider making a radial-attach canopy, like the one in SXT? As you can see there's no way to hide a 1.25m cylinder on a plane like this, let alone the even more streamlined Bf 109. -
Eyes Turned Skywards UPDATE now with Signup Sheet
NathanKell replied to NathanKell's topic in KSP1 Mod Development
I think some amount of liberty is basically necessary Looking at real life Shenzou and Soyuz capsules would be the best bet; as you can see even from that pic there's a fair amount of dimples and protrusions here and there, though you're going to want a picture of the capsule from before reentry and without its thermal blankets, I think. -
Procedural clouds would be done with pixel shaders; why the heck would you render to texture and then render the texture again? As to why they're not doing it: because they don't want to, and/or have decided to do other stuff right now.
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[WIP] Messerschmitt BF-109 G-6 Cockpit
NathanKell replied to strykersm's topic in KSP1 Mod Development
Neat! Very much needed, very very much. I would highly recommend doing it based off the Firespitter oblong fuselage shape rather than the round 1.25m shape. Last I checked, Bf 109s weren't barrel-chested... -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
1. Holy smokes. 2. Can you please put this up on github, so we can contribute if we can? -
[WIP] Basic Resource V1 Karbon Edition
NathanKell replied to lowaltitude's topic in KSP1 Mod Development
Kethane is not modder friendly? Right now it has an even more open license than Karbonite... -
I want to build a modpack, BUT… please hear me out!
NathanKell replied to mololabo's topic in KSP1 Mods Discussions
The bundler worked because jamis hand-created the metadata for every (hand-selected) mod, and updated (all! of) it whenever new versions were released. It is currently in a protracted state of almost-doneness, due to how much work doing that is. -
The values currently used in RSS begin the atmosphere when an interplanetary reentry (i.e. 14,000m/s or so) will have 1Pa of dynamic pressure; the extra 50km really didn't add anything relevant. You can revert the atmosphere to how it was in 6.3 if you want, though, just replace the pressureCurve for Earth. Note that Venus's atmosphere doesn't extend all that high, it's just very, very thick. I.e. a small scale height but a large pressure value; pressure falloff is must faster than Earth.
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Mugoeje: It's normal when you reenter on a planet that's smaller than the Moon is. See the OP for how to tweak to taste. VonFrank: Procedural Parts heat shields are not supported for RSS. Not sure if the stats are in a cfg; if so you can increase the dissipation. If not, sorry.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NathanKell replied to TaranisElsu's topic in KSP1 Mod Releases
If you have to reduce the 64bit client's memory usage to under the 32bit process limit (by using OpenGL mode) then you no longer get any advantage. All you get is questionable stability, right-click bugs, and...the same memory limit as 32bit. -
Idea - Engine exhaust with geometry - february update
NathanKell replied to Mein_Gott's topic in KSP1 Mods Discussions
This looks very interesting indeed! -
Welcome to the forums! Please follow the instructions in the READ FIRST sticky so we can help!
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This will fit a lot better in the Addons (General) forum. Off we go! (I obviously play with the whole Realism Overhaul suite... )
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What's unclear? Happy to help.
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[WIP] US Probes - Old and New - Dev Thread
NathanKell replied to raidernick's topic in KSP1 Mod Development
TMBakeNaut: image embedding isn't supported; if you want to show a picture, you need to upload to an image host (like imgur) and then use the code they give you. -
"Array Index is out of Range"
NathanKell replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
The READ FIRST sticky in modded support has all sorts of useful info, like how to get your log. That error is going to be because, let's say there's an array of 10 items (int[] arr = new int[10] or whatever) and the program tries to access, say, arr[12]. -
While that looks hilarious-awesome, I'm afraid I have to pull the link for now. KAS's license does not allow you to redistribute the plugin, unless you have a waiver from KospY. (Apologies if you do). Instead, you need to distribute *just* your files, and give people the link to install KAS themselves. Also, you need to post a license for the stuff you've created, and include a license in the download zip. See here for some help on selecting a license Lastly, KospY is back and is currently maintaing KAS (as the link to KAS you have in your OP says); Majiir is no longer the in-KospY's-absence maintainer.
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Heh, I just answered in *your* thread. The 6hr and 24hr days are hardcoded options in KSP, I did ask TriggerAu to consider adding a customizable day/month/year display to KAC though