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KSP2 Release Notes
Everything posted by NathanKell
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cant get into game
NathanKell replied to lammatt's topic in KSP1 Technical Support (PC, modded installs)
Please follow the guidelines. They're there for a reason; we need the info in them. -
Updated version of ialdabaoth's (who is awesome) ModuleRCSFX. ModuleRCSFX *fixes the major known issues with the stock RCS Module (ModuleRCS) *Supports some advanced features (axis restriction, full thrust, scaling). *Supports EFFECTS (well, it will--currently broken) Installation: Extract to GameData (creating a ModuleRCSFX folder, and inside that, Plugins and the readme. Download GitHub License: CC-BY-SA (with the ialdabaoth proviso, that all forkers must remark upon his awesomeness...which I'd do anyway). From the readme: ModuleRCSFX is a fixed version of the stock RCS module. It is derived from ModuleRCSFX by ialdabaoth (who is awesome). It supports a lot of configuration, as well as fixing stock bugs. ** RCS Part Controls ** useZaxis defaults to false. If you set it to true, the RCS will fire along the Z axis of the given transform(s). This means you can use engine part models as RCS parts (like using the ion engine model as an RCS part). ** RCS Axis Control ** enablePitch enableYaw enableRoll enableX enableY enableZ All these default to true, but if one is set to false in the MODULE, the RCS part will not fire for that input. These can be toggled in the VAB/SPH. useThrottle which, when set to true, means that RCS will fire forwards with the throttle. ** RCS Thrust Control ** fullThrust defaults to false. Set it to true and if the thrust ratio is > fullThrustMin (default: 0.2) RCS will fire at full thrust (or 10% thrust in precision mode), rather than the less-than-full-thrust, dependent-on-angle they do stock. useLever defaults to false. When it's false, fine controls will make RCS fire at 10% (default) power only. When it's set to true, stock behavior returns (i.e. fine controls means lever arm compensation). precisionFactor is the multiplier to use when useLever is false (as it is by default). precisionFactor defaults to 0.1 (10%). ** RCS Input Controls ** EPSILON defaults to 0.05. That means a control actuation of less than 5% is ignored. This is because Unity is bad at joysticks and ignores deadzones. ** RCS Effects ** Currently disabled pending rework. Changelog: v4.2 * Fixed bug where inputs were being improperly normalized (thanks Starwaster!) * Fixed a bug in applying useThrottle (was being done in global Y not local Y; ditto). v4.1 * Fixed bug in thrust calculation (was 2% what it should be...) * When in fullThrust mode, don't switch to full thrust unless thrust ratio already starts out at fullThrustMin (configurable).
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Are you sure that's the whole log? Also, can you zip the file and upload it? It looks like it got converted to richtext or something. (It cuts off while KSP appears to still be going strong) As it stands you've got plenty of exceptions, but it's unclear which is the one that happens right before the problem. Please launch KSP, *just* replicate the problem, then *immediately* quite KSP, then zip and upload the player.log. Thanks!
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Wow. Just wow.
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Docking ports and 'control from here'
NathanKell replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
Does control from here work correctly for the stock linear port? -
HoneyFox: ah, sorry! I must have missed your ping. To use that mask, move it 2048 pixels left then flip it horizontally. That'll make it work for 7-3.
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Detective work.
NathanKell replied to CorperalVasquez's topic in KSP1 Technical Support (PC, modded installs)
If you get a crash in a modded install, please follow the guideline in the sticky. It'll make it much easier to diagnose. -
So, my game crashed. 4 Times.
NathanKell replied to Rofl47's topic in KSP1 Technical Support (PC, modded installs)
Lucid Hills: it helps because that vastly decreases memory usage, which brings KSP under the threshold at which the errors occur. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
NathanKell replied to r4m0n's topic in KSP1 Mod Releases
Moved a couple posts. Let's stay on the topic of TreeLoader, please! If you have Minecraft-related business, please hash it out in Minecraft-related fora. -
Also, you should read that post of HarvesteR's that Rowsdower linked. His original proposal was a 2D game without real orbital mechanics, because real orbital mechanics are too tough for people. And yet here we are.
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The config file for the stock solar system is "no config file" -- you only put *changes* in the config file
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Geschosskopf: nobody's forcing you to get offended, either. As I read it, this thread has thus far been a fairly civil discussion about what various people want to see in KSP. I suggest everyone keeps it that way, rather than suggesting those who disagree with them about the direction KSP should take should leave.
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http://forum.kerbalspaceprogram.com/threads/29932-Mysterious-Projects-Falcon-IVA-HUD
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Well, the shuttle was going to make payload to orbit dollars a pound! Actually, the absolute best resource AFAIK is The Shuttle Decision.
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Fixing the Addon Releases and Projects Showcase thread
NathanKell replied to EatVacuum's topic in KSP1 Mods Discussions
Also, many of us use github; you can subscribe to our repos and get notification on releases. -
I sit corrected
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Procedural Fairings has an interstage. You place the base (attaching the "floating" node to your engine, or, if clustered, the central node), set the base width and top width and height appropriately, and, if extra height is needed, set that. Then add fairing sides, and build your next stage below the interstage. It's by far the most versatile part in PF, since you can *also* use it to make payload fairings (just place a nosecone on the floating node).
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MBM 2 PNG v7: https://www.dropbox.com/s/txthm7h5jwqgnz5/mbm2png7.zip?dl=0