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NathanKell

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Everything posted by NathanKell

  1. Agathorn is correct on both counts. Although I did release it as a prerelease here. But SpacedInvader noticed a problem with it. Has anyone else seen that issue, and SpacedInvader, can you verify it occurs with the new prerelease *only*, *not* RSS v6.2 itself?
  2. Raptor831: I set it per node. I guess I could add a "TL required" version? It would look up the engine type, and then the node<->TL correspondence of that type. Agathorn: D'aww, thanks! :] Yep! You can. Anything in[side a root node in] a cfg can be modified by MM. I add that exception because things like RT2's settings, which are not inside a root node, do not get loaded into GameDatabase and thus can't be patched. Same with anything inside a PluginData folder (PluginData folders are ignored by GDB loader). Otherwise...it's all visible to MM, because it's all just confignodes.
  3. LM Drogue assembly was 80cm in diameter. That's smaller than the nose of the Mk1 pod.
  4. Fixed on git last night, because I discovered it too. Whoops. Changelog: v6.4 \/ *Allow fuselages to hold life support resources *Allow CONFIGs to have techRequired items (can limit available Engine Configs based on R&D nodes researched) *Fix service modules to not start full when TACLS/ECLSS is installed
  5. Ah. Yeah. We are people, yeah. :] The current EVE Overhaul 9-2 appears, so far as I can tell, to work correctly with RSS. However if you are playing on Earth you will want the city lights texture in the RSS OP as otherwise you'll get Kerbin's city placement.
  6. Just as a note, if you keep masses stock and also sizes stock, command pods will be far denser than they are in real life. Now, since reentries are not so deadly in 6.4x Kerbin, that's OK more or less; just be aware.
  7. Uh, KSP (Unity) *always* compresses textures (with a couple exceptions: do-not-compress-flagged MBMs and all TGAs will be left uncompressed by design). ATM doesn't change that. It does let you selectively turn compression on and off for specified textures, so that you can compress (or not compress) those files as desired. It also allows you to scale down textures, which (again) KSP does too: that's what the "Texture Resolution: High/Medium/Low" does. It's just that ATM does all of this *better*, and with more flexibility and options, than KSP.
  8. Prerelease on the last page, quoted on this page by pingopete.
  9. Yalin Hawk: I see no evidence of RealEngines at all. I'm guessing the file situation is in flux as RedAV8R says. Sorry! Other log notes: 1. Update KM_Gimbal 2. Planetfactory is causing exceptions. Quite possibly that is breaknig some orbits.
  10. The number of MM files/patches will have almost 0 influence on your load time. What *actually* takes time is (a) reading textures from disk and ( compressing them.
  11. Yalin Hawk: Upload your output log (NOT ksp.log) to dropbox or something. Windows: KSP_win\KSP_Data\output_log.txt 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
  12. Um, this is not a thing that has *anything* to do with the model, other than the *particular* case of solar panels, whose *module* supports breakability. That's why we've been pointing you to code. Now, the Solar Panel module *does* support animation when it breaks, and that's something you'll be able to check out on the panel. But unless the only things you want to make breakable are solar panels, this is a dead end for you.
  13. RedAV8R: Yup, I evidently forgot to commit RF when I made my changes yesterday or the day before when I saw that problem. It's fixed now, and I released RF v6.3 with that, the life support changes, and making the launch clamp fuel pump toggleable.
  14. Sorry, missed these. Kitspace: 1. AJE is Advanced Jet Engines (but also handles props and rotos). 2. You need to either use one tank per stage (totally possible with stretchy/PP) or use something like TAC Fuel Balancer or PWM Fuel Balancer to handle the fuel transfers. That's stock KSP behaviro, you're gonna need a mod to fix it. Nothing to do with RF. v6.3 \/ *Add Roxette's Spaceplane Plus support *Fix HGR so engines are not modified (done via engine config sets instead) *Add RedAV8R's Kethane volume fixes *Update ECLSS config; add TACLS config. Both should work correctly when their respective mods are present and not do anything when they're not. *Made the refueling pump toggleable (in VAB/SPH and in flight)
  15. AndreyATGB: Yep. It turned out RedAV8R was actually doing more work on RO (and doing more support on the thread) than I was. I'm still very involved, obviously, but it made more sense for him to be the OP so he could edit the posts as needed. valentinlup: sounds like RPL needs another update. Although in fairness I may be the one at fault there for not getting MN the file he needs. Kitspace: Yeah, I plan to write a plugin to rescale IVAs (you can't do that with cfgs). Just haven't gotten to it yet. RedAV8R: I didn't notice Sandworm had that in there until somebody mentioned it on the (RF?) thread; it's fixed in source and will be in the next update. Although I see you *also* submitted a pull.
  16. Sounds like somebody has an installation problem. (Also a tone problem, obvs).
  17. Kitspace: are you using properly sized capsules? I keep hammering this point for a reason: the ~3x extra surface area matters. kalor: KIDS is Kerbal Isp Difficulty Scalar.
  18. Gregroxmun: You keep saying that, crapping on rbray's thread and now here. It keeps not being true. Sounds like it's installed wrong or something. The terrain shaders in EVE are (a) better but (can be turned off anyway.
  19. The most recent one. That would be the first one, Overhaul 9-2.
  20. jrandom: ferram pointed out that actually dihedral and anhedral reverse affect in the supersonic regime. You'll get better roll stability subsonic and roll *instability* supersonic with those. It explains wings like the F-104's, which I'd wondered about.
  21. Yes. Since v7? v8? Stretchy has supported that. It's in the file tech.cfg in StretchyTanks/Parts. RPL has a module manager patch file that changes the values. Procedural Parts has a much more involved system.
  22. Nope. Check out EVE's release page. https://github.com/rbray89/EnvironmentalVisualEnhancements/releases
  23. I thought DXT1+1bit alpha detected alpha = 0 or 1 based on the ordering of the colors, but I see that in fact that just switches between DXT1-normal and 3color+1bit alpha. Well shoot.
  24. Make sure you are downloading from the OP the full package; if you're downloading that prerelease I just posted, the "codeonly" in its filename should warn you that it does not include textures. I'm fine with that!
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