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NathanKell

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Everything posted by NathanKell

  1. Yeah, my problem is I was approaching it as an artist, not as a mathematician / programmer. In the latter sense, yes, they are indeed tangents (the instantaneous slope at the CP).
  2. You can also selectively lower the resolution of certain mods, or parts of mods. ATM is very flexible. For instance, if you don't use IVA much (or don't use the IVA of certain parts much) you can increase the scale factor (and lower final resolution). You can also selectively delete parts, like various Squad fuel tanks, or KW nosecones, or NP2 aux motors.
  3. neder: untrue. It's KSP Win x64 that's bugged. Though your solution is correct. Nhawks17: I did exactly what you asked: I read your logs and told you what the problem was. Would you prefer I made up a mod to blame?
  4. Eh? It's all about the mass ratio, that's how the rocket equation works. You can SSTO with *any* size payload; the mass ratio you need for 0.2 tons is the same as the one you need for 200 tons (modulo the fact that with FAR drag goes by the 2/3 root of mass, roughly, so you will need a *lower* mass ratio for 200t than you did for 200kg).
  5. If you're going to talk about RO, please go to the RO topic. (And yes, FASA is well-enough supported by RO. )
  6. SXT's latest alpha does have fuselage parts in .625 so you can make a Bonanza. Dunno about wings though.
  7. Please read the READ FIRST sticky and follow the guidelines. In particular, it will tell you how to get the log, and what info we need.
  8. Please read the READ FIRST sticky. KSP Win x64 is not stable.
  9. Dragon01: you might also want to raid this for ferram4's work on FX for all the engines we used. It's got excellent FX for the F-1 for example, which when scaled should work for most kerolox engines that are underexpanded in vacuum.
  10. Well yeah, but then density would be really messed up since it's calculated from temperature and pressure.
  11. I like that un-deadly reentry is characterized as exploit.
  12. Neat! Bout all I can do is move this to the appropriate forum, where you're more likely to get help. As Cpt. Kipard says, there are tutorials in this forum (Modeling and Texturing) and in its parent forum, Addon Development.
  13. No, there isn't a way do to that without editing the pressure curve.
  14. Man, I loved FE2 and FFE, although I've only ever played them in DOSBox. Did play this as a kid on a Mac SE though.
  15. Since other Unity-based games on Windows x64 don't seem to experience issues with exception handling, if it is an issue with Unity it's one Squad can work around. And no, no Squad dev has commented on the Windows x64 issues (at least as far as I am aware).
  16. Oops. Sorry. I believe I did, yes. I'll toss up the release.
  17. Think it's time I posted a good old fashioned KSP Forum Moderation Team poster. Please remember that you share the same goal, and the same passion. Don't be enemies.
  18. You might want to post that in the Near Future thread; not sure Nertea checks this forum.
  19. No, Beale don't gotta take your advice. Mod mode on: Seriously. Chill. You have my interest. You really, really have my interest.
  20. Help! Help! There are cooties in my game! This mod requires a bit of code from, gasp, another mod! That said, sounds like the FS animation code (or rather its functionality) will become stock in .25.
  21. Yeah, I mean "fixed to that," i.e. in and outtangents, since they are one-dimensional, are slopes rather than coordinates for the middle two points (tangent points) on the bezier segment. I'm used to dealing with this stuff in max, where you can actually set their position, rather than just their slope.
  22. Lack's SXT has some, and best of all it takes next to no memory (uses existing textures).
  23. Wut. Read the thread, don't jump to conclusions.
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