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KSP2 Release Notes
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
Ferram's rewriting the turbine code anyway; not sure if he'll add the ignition support (and no, EI wouldn't work for burner ignition, although it would for startup). He's including spooling code. Also, we'll actually set part max temp based on the stated max temps, rather than 3600C! (That's why it doesn't play nice with DRE). -
My guess is that in early revisions of KSP, it didn't work without the RESOURCE node. However, now, it is apparently unneeded.
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Sorry, distributing GameData folders like that is against the licenses of some of the mods in them (also Squad). For that reason I've had to remove the link. However, you can shortly expect a release of the Mod Bundler, which will automate the process of downloading and installing the required mods. SXDesign: thanks for the kind words! The Russian 1021: If you post the problems you've been having, maybe we can help.
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I'll look into that when I have a chance. Also, I am *not* the guy you want changing how techlevels work. Here are the ones I would use. @PART[proceduralTankRealFuels]:Final { @MODULE[ProceduralShape*] { !techRequired = dummy } @MODULE[ProceduralPart] { !TECHLIMIT,* {} TECHLIMIT { name = start diameterMin = 0.01 diameterMax = 3.1 lengthMin = 0.01 lengthMax = 25.0 volumeMin = 0.001 volumeMax = 192 } TECHLIMIT { name = basicRocketry diameterMax = 5 lengthMax = 50.0 volumeMax = 982 } TECHLIMIT { name = generalRocketry diameterMax = 8 lengthMax = 100.0 volumeMax = 5100 } TECHLIMIT { name = advRocketry diameterMax = 12 lengthMax = 200.0 volumeMax = 22620 } TECHLIMIT { name = heavyRocketry diameterMax = Infinity lengthMax = Infinity volumeMax = Infinity } } } @PART[proceduralSRBRealFuels]:Final { @MODULE[ProceduralShape*] { !techRequired = dummy } @MODULE[ProceduralPart] { !TECHLIMIT,* {} TECHLIMIT { name = start diameterMin = 0.01 diameterMax = 0.5 lengthMin = 0.01 lengthMax = 5.0 volumeMin = 0.0001 volumeMax = 9.75 } TECHLIMIT { name = basicRocketry diameterMax = 1.5 lengthMax = 15.0 volumeMax = 27 } TECHLIMIT { name = generalRocketry diameterMax = 3.1 lengthMax = 40.0 volumeMax = 302 } TECHLIMIT { name = advRocketry diameterMax = 7.0 lengthMax = 80.0 volumeMax = 3080 } TECHLIMIT { name = heavyRocketry diameterMax = 15.0 lengthMax = 120.0 volumeMax = 21206 } TECHLIMIT { name = heavierRocketry diameterMax = Infinity lengthMax = Infinity volumeMax = Infinity } } }
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I thought STAGE_PRI was ALL_VESSEL sorted by stage?
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[WIP] KERES - Stockalike launch vehicle and spacecraft mod
NathanKell replied to Borklund's topic in KSP1 Mod Development
Well, that's a handsome start! -
aftokinito would know more, I think, but my understanding is the planets themselves don't have much overhead. What actually matters, in adding new planets, is the greater texture memory usage, since KSP loads all textures at startup. Essentially, it would be worth adding a "Load on Demand" for planet textures as well as part textures, so placeholder 32x32 textures are used until you can actually see the planet. Might do the same for meshes, but might not; even 32k faces is not a lot for a modern GPU to toss around. What's expensive (in RAM and cycles) is PQS, but they do thankfully get disabled for all but the active body, now.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
Plugin right now only checks version; eventually it will rescale IVAs. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
NathanKell replied to asmi's topic in KSP1 Mod Releases
Read the last page. People already mentioned that resource query methods changed, so of course the method (from earlier KSP) that ECLSS calls is going to be missing. Also, I would suggest apologizing to Starwaster. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
TeeGee: are you using Real Fuels and an engine pack? Don't use that zip. -
Thanks. I do need that modlist *with* versions: you've got an awful lot of other mods that are erroring out before DRE even loads. Including some that are known to not be compatible with .24. Please try a *clean* install with just DRE. If it works fine, I would be quite willing to bet it's not the source of your issue. Then try adding other mods one by one and *check the log* (the output log). Actually see which mod is throwing errors; it will tell you.
- 5,919 replies
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- reentry
- omgitsonfire
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There aren't any RF tanks. Start the game. Go to VAB. Place a pod. Attach a tank that you know has an RF config (like a stock Squad tank). Now go to Action groups, and click on the tank. If no RF GUI appears, immediately quit KSP and post *that* output log.
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I do have an idea: please don't post and PM. I do check the forums quite regularly, especially my own threads, and I do respond to support requests, although poking me by PM after you've posted is *not* liable to make me most want to be helpful. Now, I need logs, and more information. Exact version of KSP (and 32/64), exact version of DRE, any other mods installed (and their versions) and, most importantly: Cause the problem. Quit KSP (if it hasn't crashed). Upload your output log (NOT ksp.log) to dropbox or something. Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
- 5,919 replies
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- reentry
- omgitsonfire
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Ok. So based on *that* log it's just some other stuff that's failing to load. So. What do you mean by "none of the parts display at all"? Do no fuel tanks whatsoever appear in your part list? If one does, place it ingame and then right-click on it. Does "Show RF GUI" appear? Try that. Does that work?
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Also, that's really not how mods work. Some, like Deadly Reentry, could (and basically does) have a toggle. But consider a mod that gives the LV-N extra thrust. Once you launch KSP, the stats of the LV-N have been read, and the stats that are read are "here's the thrust of the LV-N." How are you going to turn that "off"?
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Everything is correct except the planet's name--even the description is correct, thanks to TheKosmonaut! The problem there is that Squad uses the same field for ID and name, so changing the name changes the ID, which breaks things.
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If there's not output_log.txt in (your KSP folder\KSP[_x64]_Data ) after running KSP then you have a broken install of KSP, period.
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Wrong log. Cause the problem. Quit KSP (if it hasn't crashed). Upload your output log (NOT ksp.log) to dropbox or something. Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log EDIT: KSP isn't loading its assemblies. Either you have some really messed up install procedure, or the folder you're running it from doesn't have permissions.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
Chris: you're only checking major and minor, so you're good. We're still on .24 -
Also there's the fact that you have no way of knowing if MM is causing the problem, since you did not check, and post the right log. Cause the problem. Quit KSP (if it hasn't crashed). Upload your output log (NOT ksp.log) to dropbox or something. Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log