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KSP2 Release Notes
Everything posted by NathanKell
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Eh? I mean the fact that "delta V = nomimal dv to orbit" is at best an approximation of how much the launcher can lift. This calculator is an example of what I mean.
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Sky_walker: after rigorous testing (i.e. custom made testing mods) it is *very* evident that the Windows x64 version of KSP does not play nice with exceptions and high memory usage. The people who report it working for them either (a) don't run it with high enough heap and stack usage to trigger the issues, and/or ( don't often get exceptions thrown, which (since the catching either fails or itself crashes) is what causes the CTDs. This stuff can be (and was) tested; it can be (and I dearly hope will be) fixed.
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Which is why it's a good idea to have code to do it for you. (Although what would be really interesting, which AFAIK nothing's really attempted yet, would be a payload calculator--because delta v expended to orbit varies with TWR)
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[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Here's how - you're converting from lat/long/altitude to ECEF format, with a perfectly spherical earth so no oblateness factor. -
While the mod looks awesome, there is <moderator voice> a problem. 1. KAS's license forbids redistribution with your mod. Instead, please say your mod requires KAS, and link to it. 2. Infernal Robotics is GPL, and therefore I'm pretty sure you can't combine it with this (but I am not a laywer) so that shouldn't be included, but linked. For now I have edited out the link, although I ask you (New Generation) to please upload a fixed version, since this is too good to miss out on!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
NathanKell replied to bac9's topic in KSP1 Mod Releases
While I agree with Zerp and would love to see more plane-making parts (rather than Giant! Huge! Spaceplane! parts), "From the first jetplanes up until today..."--really? Note that that's *not* the USAF's tac-bomber 'Vark, but the Navy fighter version. Douglas F3D (F-10) Skyknight.- 4,460 replies
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
NathanKell replied to TriggerAu's topic in KSP1 Mod Releases
spookydonut: Nope. Read the rule. It applies only to mods that upload personally-identifiable information, which, as the OP explains, this does not. Version checkers and the like are specifically excluded by Rule 6. -
pingopete, they *are* included in cfg processing...all the values you can edit in that GUI, you can set in cfg. (Uh, apparently I removed the part that read clip planes from cfg, I'll put it back. But certainly all AFG parameters are read from cfg). Here is where it starts reading from cfg; note the section at the bottom including Kr, ESun, etc. CDK: That's an install issue. Remove any trace of RSS, and then install it exactly as the instructions in the OP say.
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Freeze in Space Center View
NathanKell replied to Heimdall5008's topic in KSP1 Technical Support (PC, modded installs)
Have you tried without the two mods whose errors you noticed? Does that make the issue go away? -
If you're over 3GB of ram usage (by KSP), x64 is not stable--the first exception, even if it's handled, will probably lead to a CTD. At that point you might as well switch to 32bit, since you don't have the one advantage x64 grants (no process memory limit) but you do have all the other issues. Or just install Linux and use the x64 build of KSP for Linux. That's stable. If you really want an answer of the form you're asking, the answer is "those mods are stable together."
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LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Lack, Heh. Does the mu importer work now? taniwha's constantly improving it; and if it doesn't, give him a holler and I'm sure he'll help. If you're still interested in that project, that is. -
[WIP] US Probes - Old and New - Dev Thread
NathanKell replied to raidernick's topic in KSP1 Mod Development
That...doesn't seem to make sense, IMO, with their stated purpose as thermal control; like Explorer 1, the black and white should be alternating, not on separate areas, I think... -
Weird Screen upon Loading Savegame
NathanKell replied to Kiel Eire's topic in KSP1 Technical Support (PC, modded installs)
Please follow the guidelines in the READ FIRST sticky. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
NathanKell replied to TriggerAu's topic in KSP1 Mod Releases
Awesome in preview, awesomer in release -
[WIP] US Probes - Old and New - Dev Thread
NathanKell replied to raidernick's topic in KSP1 Mod Development
Woot! Per Gunter's page it's coated with a gold wash then painted with white and black. So...white-gold? (As the photo at Gunter's confirms.) Sorry I can't help you with the animation issue... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
You didn't download a release, you downloaded the repository. If you want Overhaul, download the x86 or x64 release from here (click it, then click view raw). https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul -
no sciencebutton
NathanKell replied to Dugeusclin's topic in KSP1 Technical Support (PC, modded installs)
The guide suggests using dropbox.com to upload the log; you can sign up with them for a free account (it's very useful) and follow their steps to upload the log and share it. You can also use other hosting services too... For screenshots, I suggest using imgur.com -- it's a fast, free way to upload screenshots and is used by most people on these forums. Good luck, and let me know if you run into issues with that! -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Well, if you're going to *ask* for requests... I'd like to re-request a version of the radial intake that has a shock cone (think Mirage III/2000 or F-104), and the radial canopies (though that's a big project). Also, bouncing off what SpaceCommanderNemo said, engines are great. Especially tankbuttless engines with sane area ratios (in particular, it'd be very nice to see, for instance, a Mainsail or Skipper where you can see the cycle (gas generator? staged combustion?) and the area ratio makes sense for the role and the (cycle- and role-dependent) chamber pressure. -
[WIP] US Probes - Old and New - Dev Thread
NathanKell replied to raidernick's topic in KSP1 Mod Development
I'm pretty sure that module command's control from here just pulls from the part transform, not some extra transform. Docking ports, now, docking ports you can add a "control from here" transform separate from the part transform. So maaaaybe you could for ModuleCommand? Dunno, and never seen it done. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Since as everyone knows I have more mods than fingers, and I use mm/dd/yy, I'd say rbray is just following my set norm. -
Crash when going to Launch Pad
NathanKell replied to braekyn's topic in KSP1 Technical Support (PC, modded installs)
Sorry, looks like it's just a "KSP Win x64 is badly, badly broken" issue, per the sticky. You're going to have to use 32bit, or install Linux and use that 64bit version of KSP.