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Everything posted by NathanKell
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Not necessarily; Girders should crossfeed. If they don't, add the module; but IIRC they do. The real killer is that tanks don't feed *out* without the module (i.e. a radial-attach tank won't feed its propellants into the stack).
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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
Download this: https://github.com/NathanKell/AJE/archive/master.zip Extract the AJE folder inside to KSP/GameData -
[1.0.3] Editor Extensions v2.12 - 23 June
NathanKell replied to MachXXV's topic in KSP1 Mod Releases
Nothing to patch. -
Hate to be a downer, but...while this is a neat idea, I noticed some severe problems. 1. No, this will not affect RAM usage in the slightest: assets are loaded (and kept loaded) independent of their use. So even if you force a particular part to not be loaded, the assets related to it will persist in memory. 2. In the removeOther file, you do @MODULE { name = ModuleFuelTanks // do stuff This is dangerous and will not work very well. If you want to edit a module, use @MODULE[modulename]. What you have written will add (not change) a "name = ModuleFuelTanks" to the first MODULE in the part config. 3. Not wrong per se, but IMO problematic: you're removing the basemass overrides. Note that aircraft fuselages are *not* simple rocket stages, and therefore should not have the auto-calculated basemass; it will be far lower than what it should be. 4. Your automatic engine configs are broken. First, you're applying it to all engines, whether or not they have engine configs. This will break engines that already have configs, since you're adding a second module. Also you're adding CONFIGs but then trying to do math in them; but since you're adding, not modifying, there won't be any base value to do math from. Please review how MM actually works; it's not that complex, but it *does* have rules. As I said this is a neat idea, but right now it's just going to cause people problems.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
The vessel info window (when in the VAB) only shows vacuum TWR, not sea level TWR. In the MJ2 Delta V stats window, click "all stats." SLT is your sea level TWR. -
Gaugeforever: since antennas in KSP have to represent both the antenna *and* the transmitter *and* the receiver, RT2 has an optional parameter where multiple omni (although not multiple dishes) can stack, with efficiency loss.
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.mbm file conversion
NathanKell replied to Taki117's topic in KSP1 Modelling and Texturing Discussion
I've converted much larger files than that. What do you mean by hard limit? EDIT: this is the one I use. https://www.dropbox.com/s/txthm7h5jwqgnz5/mbm2png7.zip -
I'm convinced that the way to go is heat tolerances. Thanks for the input! NGXII: probably yes. Try without your other mods but with DRE. The stack trace just said there was trouble reading a confignode, which, unless your download is corrupt, wouldn't be an issue. And thanks for including the logs!
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Yep, all bodies use the temperatureCurve. Raptor831: Bwahaha. What's probably going on is regex might not have updated the LaunchSites.cfg based on his own KSCSwitcher changes. As indeed he did not. I'd PM him about if he has an in-dev version he hasn't uploaded, but for now: In LaunchSites.cfg replaceall Name with displayName and then insert name = (some_short_name) above each displayName. Like: Name = Kerbal Space Center goes to name = ksc displayName = Kerbal Space Center For the atmsopheres, assure each planet with an atmosphere has an AtmosphereFromGround node, even if it's empty. I thought I fixed that bug, but apparently not. Lastly, you don't need to include any *.obj.
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See Realism Overhaul link in sig (or in the RSS OP).
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The Official Kerbin Cup Tournament Thread - Final Entries Posted
NathanKell replied to Rowsdower's topic in KSP1 Discussion
Hearty congratulations to the reddit team--and indeed to all the teams. It was a ton of fun doing this stuff. Note: As we are Crotchety Old Modders, we will of course be releasing a mod (that includes all the stuff we made for the final entry). Stay tuned. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Heh. I had compiled against the wrong references. It's fixed now, compiled against latest FAR dev and 24.2 x64 -
Wanna volunteer? It shouldn't actually take much work--what do you mean by "doesn't work on v7"?
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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
Then I probably coded my "in case of no RealFuels" patch wrong. -
A question to the thread: going by the current posts, it seems most (?) people want harder reentries. I am therefore considering making all heat shields by default RSS-class, and upping the shockwave exponent if RSS is not present. Thoughts? Jodo42: No, your problem is using Win x64. It's notoriously buggy and crashy (Squad did warn us...). Try using 32bit KSP. It should be fine, although you may have to run ATM (note that ATM basic will not decrease visual quality but should still lower memory usage).
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mecki: Right now there is no way to change RT2 settings except by physically replacing the settings file (and incidentally overwriting user settings). The RT2 devs had said they were going to change to a method that allows MM patching; when that happens I'll happily use it. As for circularization: as others have said, the proper amount is 0. (Unless you have very high thrust upper stages, like solids.) I will just say, though, that TWR 1.4 at takeoff isn't that far out of line; Zenit (IIRC) is about 1.5, in part due to its ancestry as a booster for Energia, but also in part because the Russians have always used higher TWRs than US launch vehicles. Preliator: I see no reason it wouldn't be. AndreyATGB: Pretty sure any and every body has a temperatureCurve...but it's been a while since I checked and maybe it's something silly like "if using legacy atmosphere, temperature = pressure * 20". Wouldn't necessarily surprise me. hydropos: missed your post, sorry. Note that for *all* my mods, prior versions are always available from the releases page. The download link links directly to the current release on GitHub, but if you click the GitHub link, then Releases, you will see all releases. Clythoris: if you go into VAB/SPH/Tracking and then back out again, they should disappear. If not, I need a brighter screenshot. Friedrich Nietzsche: Yes, that's correct: download latest RSS, replace existing cfg with the new cfg. What do you mean by it not having any effect? You should not use the textures. Captain Party: Exsurgent Engineering is no longer used by the current (from GitHub) build of RftS. It's gone back to the stock gimbal. r4m0n is currently tweaking MJ to behave better with the stock gimbal.
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HoneyFox: Oh, ah. Right. Also, I forgot: another reason I wrote my own was because I couldn't get yours to work with procedurals, and this was faster than debugging/changing yours ThorBeorn: other than making the patch FINAL, I don't see anything wrong. Logs? Also, I keep forgetting. PM RedAV8R about your Fustek stuff? I note it's still not in RO. mecki: if the tank type (which is shown on that info dump, at the top) is listed as Cryogenic, BalloonCryo, or ServiceModule, it has insulation. panarchist: Thanks so much! aristurtle: basemass is for fuel tanks. And when you want a MFT to not change a part's mass, you use basemass = -1 In a ModuleEngineConfigs you can set origMass = (some number) if you want MEC to control mass; if not, just leave it out and set the part's mass as appropriate normally.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Wow, even those gear are *way* the heck far forward.- 14,073 replies
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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
You missed some propellents in the Griffin101 (and perhaps elsewhere). However, if you have the very latest from git, it should do that for you automatically. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
An antenna in RT2 represents both the physical wire extension and the transmitting/receiving equipment. Antennas (NOT dishes) stack because more antenna area, and larger/more powerful transmitter (represented as combination of small ones) leads to more range. -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Well I am very specifically grateful! Thanks!