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Everything posted by NathanKell
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Ehh...still no pull request. Try to get around to doing them! Seriously, look at the date stamps. Other than some backported stuff from my dev branch, this is months old. I will try to get around to it, because those are awesome engines, but I really can't drop everything else (which is *also* behind) just to do that one thing. If it really bothers you, you can just copy-paste the module from the high-tech F100 that's already in the mod. -
Yes, all the B9 configs are out of date and being updated (thank Taverius, who's doing almost all the work...) frisch: Not aware of anything in RO that would break that. Honestly, the RO side (and DRE entirely) is in a bit of flux right now, with RealHeat in progress....
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
NathanKell replied to nli2work's topic in KSP1 Mod Development
That would be great. Thank you! Also, can you rotate the pitch to the other way? Most props rotate clockwise (from the cockpit) so the angle of attack should be positive...IIRC yours are flipped? And yeah, I figured that's what you were going for, but...hard to make it work for this: -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
I have now posted a release. It should work. Note that if you're using a dev release of FAR, you will have to recompile to get working props. Changelog: v1.5 Backports from NathanKell's fork: *Redone piston engine support (inter/aftercoolers, multiple speed/stage superchargers, volumetric efficiency, ram air, and real performance for the included piston engines) *Jets show gross thrust as well as net thrust *Some intake area tweaks (still needs work to get sqft area of each intake part *Ported over all real jets and piston engines from RftS. *All included jets should perform like their real counterparts now. Real stats were used when available, educated guesses made when not. *Cleaning and variable-renaming in the EngineSim code for clarity and understanding *Update to 0.24.2 and FAR 0.14.1.1 *Seamlessly works with or without RealFuels Fixes from taniwha to the DA (TVPP) engines and intakes. Download License is now LGPL, with the exception that authors get veto over inclusion in any modpacks. camlost, do you want this in the OP? -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
NathanKell replied to nli2work's topic in KSP1 Mod Development
Similar to what you have now. The Firespitter thing still only supports radial engines, which is why I'm asking. Though if you made an inline version of it, that would be even better -
KSP crashes on startup
NathanKell replied to JJAsond's topic in KSP1 Technical Support (PC, modded installs)
Please follow the directions in the READ FIRST sticky. -
Nope, that's what you should do. Quite right. Although it's complicated, because in B9's case all it needs is the Firespitter *plugin* so you need not install the entire mod (for example). I would, however, definitely suggest using the forums rather than Curse; nowhere near all the mods are on Curse (e.g. mine aren't), whereas almost all at least have forum threads.
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Realism in KSP - Various Ideas with Pros/ Cons
NathanKell replied to I_Killed_Jeb's topic in KSP1 Discussion
m4v: When have I ever said it was the only truth? Did I not specifically point out in the last thread that experiences will differ? All I tried to do with my post was point out, contrary to what you appeared to be arguing, that stock aero is not necessarily easier, or easy. Not that it's not easier for some people (say, you), but that it's not necessarily easier, or easy period. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
NathanKell replied to nli2work's topic in KSP1 Mod Development
Might you be willing to make a spinner+blades only part? Firespitter still only has 5-bladed props for inline engines (Or the Lancaster nacelle) Best would also be if there were two, one with a "kinda-spinner" like the Corsair and Jug had, and one with a full-on spinner like the V-engined planes usually had. My Mustangs and early Spits just don't look right with five-bladed props... -
Realism in KSP - Various Ideas with Pros/ Cons
NathanKell replied to I_Killed_Jeb's topic in KSP1 Discussion
And yet all the planes I built until I installed FAR, I crashed trying to take off. Stock aero, because it doesn't work like people with flight sim (or even just has-seen-what-planes-look-like) experience expect, can be quite difficult. I oppose any system that punishes knowledge while teaching falsity, and yet could be replaced by something that would not be harder for beginners (who, as tater said, know how neither real aerodynamics, nor the SQUAD system, works). -
[0.24.2] Classic Pack for KSP Interstellar Lite
NathanKell replied to undercoveryankee's topic in KSP1 Mod Releases
Well, since the problem is *in the stock KSP code* it's not like it's your responsibility to add dummy modules yourself, hence modulefixer. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Sorry, I think there's still a misunderstanding. The engines aren't scaled to match a planet/system size, they're given real engines' stats. Or, in the case of Raptor's configs, taking stock thrust as a given, the engine is given stats to match that thrust (and how high-tech it looks?) Same way the tanks aren't just changed for system size, they're changed to have real life mass ratios. You can (and people do) use RF in the stock Kerbol system; using hardware that performs like real life isn't restricted to a solar system that's the same as real life. -
[0.24.2] Classic Pack for KSP Interstellar Lite
NathanKell replied to undercoveryankee's topic in KSP1 Mod Releases
Wait what? No. The "exploding parts bug" happens when: 1. A part has >= three (3) RESOURCE nodes defined and 2. No (0) MODULE defined. ModuleFixer adds a dummy module to every part like that, working around the bug. -
Realism in KSP - Various Ideas with Pros/ Cons
NathanKell replied to I_Killed_Jeb's topic in KSP1 Discussion
<this time, not speaking as a moderator> I'm not even sure it's the side of fun, really. Perhaps better, on the side of simplification (and, let's note, by and large simplification of programming, not necessarily simplification of gameplay; aerodynamics is a case in point because while stock aero is a simple *model* it leads to some decidedly non-simple effects). Even if it is simplification in terms of gameplay...who's to say that's "fun"? Tastes differ, or Paradox Games would not have the success it does. And certainly no one can claim that orbital mechanics (wait, you thrust forward to make your altitude on the other side of the planet higher? And you speed up to escape velocity of the Mun in such a way that your Kerbin orbit is lowered?) are very simple, and yet who would want to play a KSP with simplified orbital mechanics? There's a lot of complex stuff that KSP makes fun--and part of why it's fun, IMO, is that it's complex...which is very, very different from many games today. In this way, KSP is almost like a throwback to an earlier age of game, lacking quicktime events, minigames, and the like. But now I'm getting off topic... EDIT: Stealth2668: People keep saying that, but I have yet to hear someone named who does. I mean, I'm the likeliest, after all I've stated my aim to replace Kerbals with Humans. And yet I wouldn't for a second argue *that* should be stock. -
[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
NathanKell replied to raidernick's topic in KSP1 Mod Releases
The latter issue is due to using MODEL nodes with rescaleFactor of not = 1.0 -
Why are there no mods to add modern airframes?
NathanKell replied to Manatee's topic in KSP1 Mods Discussions
Also, who says this is impossible? Fokker D.VII I-16 Type 24 P-51H Mustang F-100A Super Sabre -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
.12 sounds about right for Atlas V 551 going to LEO. -
Realism in KSP - Various Ideas with Pros/ Cons
NathanKell replied to I_Killed_Jeb's topic in KSP1 Discussion
1. ibtl (in before the lock), or talking about how this thread will be locked, is *not* a good thing to post. It only riles up tempers, it tempts fate, and it derails the thread. Please don't. 2. As a further request, I ask that everyone observe the terms of the OP and do not strawman either side. Note that "you don't care about physics at all" is no more of a strawman than "total realism is teh suxxorz!". Please don't caricature, please be friendly (and understand that everyone has a different playing style, but also that it might be nice if you try it before you knock it), and please post constructively in this thread. That is all. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Real Fuels doesn't add any tanks, and adds only one rescaled engine (which I will probably remove). It's not about balancing engines for any given planet size; it's about giving engines and tanks realistic stats. If you want payload fractions to be reasonably close to KSP, I suggest using Real Fuels with Raptor's Stockalike RF configs (which preserves engine size and thrust, more or less, while making other stats realistic). If you want closer to real life payload fractions, then you should either not use RF, or use RF with "useRealisticMass" set to false. -
model{} pretty random if it works or not?
NathanKell replied to K3-Chris's topic in KSP1 Mod Development
That should work, yeah. Just a guess, but the NRE might well be that it's trying to reference a texture whose GDB entry doesn't exist yet. If that doesn't work, let me know and I'll poke around a bit. -
model{} pretty random if it works or not?
NathanKell replied to K3-Chris's topic in KSP1 Mod Development
Make sure that the textures appear sooner, in path-alphabetical order, than the model and cfg. That's why SXT is named SXT, so it loads after the Squad folder. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Wut. RealFuels is for engines and tanks. This mod is about changing planet size. -
Then you will almost certainly be running out of memory. (As indeed your log shows). Basically, you will have to pick and choose what hirez textures you want. I currently run with ATM scaling by 2 (sometimes by 4) and 8192s only for Earth (with *no* textures for other planets). I'm not even sure you can get away with running *just* RSS and the 8192 pack in 32bit, let alone that plus other mods. At this point your options are: 1. Use very aggressive ATM (perhaps scale > 2) and only one or two planets at 8192, with the rest using 2048s 2. Use very aggressive ATM (perhaps scale > 2) and the 4096 pack 3. Install linux, whose KSP x64 is stable.