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KSP2 Release Notes
Everything posted by NathanKell
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@Neil_Kerman Once again, the sparkers do not ignite the engines, and are not electric. They prevent the engines (and everything else) from blowing up when the engine is later ignited (by, presumably, a hypergolic cartridge). They do this by burning the hydrogen that has escaped outside the engines. @RW-1 what you said, just in longer and hopefully clearer form.
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@yafeshan aside from any 1.1-related landing legs/wheels concerns it should port fine.
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Yeah, see, this is why we removed it, because people get confused into thinking jets still work this way. They don't.
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@FITorion if you go into the folders in the zip you'll find the readme. As to the other things, they sound like SSS issues. @SpaceEnthusiast If you're just using stock parts, or parts that use stock resources etc, you can use ROMini. @oguz need more info than just that. See the how to get support thread please:
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Thanks everybody! @FITorion the readme in the textures pack should have install instructions.
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Changelog v11.0.0 Update for KSP 1.1. Default to on demand off (x64!) Interoperate with Texture Replacer (helmetless on Earth). Force High preset for PQS. Use the full set of temperature curves from OhioBob now that KSP properly supports seasonal temperature changes. Thanks to Sigma88, RSS supports SigmaBinary for Pluto/Charon if SigmaBinary is installed. PQS Material fixes for 1.1 from KillAshley.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Changelog: v4 Update for KSP 1.1. Use KSP 1.1 feature of changing convective coefficient rather than shock temp when varying convection behind attached and detached shocks. All these are stated in the cfg for tuning. -
@Proot well, tell me that after you have to rejigger the colors a bit (though it's worth it, I guarantee). And to be clear, I, uh, actually haven't read the prior bits of the thread, just got vectored over here. So I missed any heated words.
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I have added back the extra-bits version of the shader as an option for 1.1.1. It also has a fix to vertex colors which will force you to re-tweak color balance levels on vertex colors, but will also no longer make them much brighter than you expect them to be (RSS had to blend Earth's color map with black to get it dark enough to look right ingame).
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Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Very true. A lot of this is just...many of us are either devs or exp testers or modders-with-mods-to-update, and the process has been exceptionally busy this time. -
@Dman979 I believe @Kartoffelkuchen has a couple mods for that, both the Launchers pack and the engines pack.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
NathanKell replied to AlphaAsh's topic in KSP1 Mod Releases
@AlphaAsh Yep! From a very marysueish MW2ed character I made in middle school. If KK is adding new PQSCities it should be fine in RSS, I think?- 872 replies
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MechJeb Ascent settings for FAR?
NathanKell replied to Box of Stardust's topic in KSP1 Gameplay Questions and Tutorials
Well, early on there were plenty of fins (see Thor, and Saturn IB, and Saturn V, and R-7...). It's just that in the modern day, with highly sophisticated computer avionics and quick-gimbaling engines, you can get away with very statically unstable craft. Also note that in real life engines gimbal much, much more than in KSP, and the rockets have a much smaller fairing in relation to their total size. -
[Tutorial] Soft-Docking Docking Ports
NathanKell replied to curtquarquesso's topic in KSP1 Mod Development
Sorry, don't think there is; you'd need your own module or something, sorry... -
@PTNLemay sure, open RealFuels/RealSettings.cfg and look for simulate ullage (it's down near the bottom in the Ullage node). Set it equal to False rather than True. That will turn it off. Making it "easier" is much harder than that...
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32bit vs 64 bit
NathanKell replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
@linuxgurugamer The order you get when you iterate over the fields in the type. -
Happily, RO for 1.1 is Real Soon Now (tm), so...
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32bit vs 64 bit
NathanKell replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
@linuxgurugamer Ah, ok. Apologies for coming down like a ton of bricks then. :] The order will be the same in 32bit and 64bit, so you can dump the order from 64bit and use that. -
32bit vs 64 bit
NathanKell replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
@linuxgurugamer this feels like about the third time I have told you this. I am telling you this one more time. Please listen this time. Do not use the names of private fields when reflecting. They are not reliable. You can use the order in which they appear, or anything else that strikes your fancy, but do not use their names. Ok? -
FTFY. Please do not make my support headaches worse by actively recommending a hack that is known to break things, but in subtle ways..except when it fails altogether.
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New KSP API Documentation v1.4.1
NathanKell replied to tomf's topic in KSP1 C# Plugin Development Help and Support
SaveGame(string, string, SaveMode) merely calls SaveGame(HighLogic.CurrentGame.Updated(), string, string, SaveMode) (or creates CurrentGame if it doesn't exist) Because calling Updated() sets the start scene to space center. Quicksave instead calls Updated() on CurrentGame to get a Game, then resets that Game's startScene to FLIGHT, and _then_ calls SaveGame(Game, string, string, SaveMode) directly. You should do a similar thing.- 65 replies
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