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Everything posted by NathanKell
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If you want an idea of what can be done, then asking what size GameData is won't tell you anything, since RAM use isn't related to disk usage: if you only have PNGs in GameData, RAM usage will be far more than the size of the folder (since PNGs are very, very compressed) whereas if you have only MBMs in GameDta, RAM usage will be 1/4 to 1/6th the size of the folder since MBMs are uncompressed.
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LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Lack: For RO patches, what's needed is: 1. Rescale parts to the size they would have in real life (for example, if the turbofan is based on a real turbofan, make it 1:1 scale) 2. Give the parts real stats (i.e. give the turbofan its real stats; assign a mass to the cockpit more or less like it would actually have). 2 is obviously more complex, and will also depend on what you want to do with the parts; if you want your N1 parts, for example, to be the real N1, then you assign them that mass and scale and tank volume; if you just want them as rocket parts inspired by the N1's look, you can make them more or less any size (and then modify the stats to follow the resize-from-actual-N1). 2 is also more complex because different parts need different sets of stats; for example, solar panels should have their actual kW/m^3 (it's about 0.1-0.2, depending on how modern the panel; 1EC/sec=1kW), fuel tanks need a ModuleFuelTanks of the appropriate type (Default, Cryogenic, ServiceModule [for pressurized tanks]) and volume (the volume in liters available to resources)... -
Underground KSC bug has been confirmed to be: *Wrong KSP version OR *Wrong installation procedure OR *Running out of memory and failing to load textures. I have yet to hear a case that wasn't one of these. As for your SOI/inclination issue, can you be more explicit about what you edited? ======== An update. I've been banging away at caching warped meshes. I've had to write my own custom exporter and importer, write something to deep copy meshes, *and* write my own warper. I'm just about ready to test stuff, finally.
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small, light parts between large, heavy parts = BAD. You don't need ASAS; all probes and pods have it. You don't need reaction wheels; you have gimballing engines and RCS. Just put a procedural interstage between those two stages (or is the top tank just payload?)
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And no wonder: looks like you have a serious size mismatch between the blue tank and the thing above it. Whether the jiggling is perceptible or not, I'm betting it's occurring.
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Isn't there an easier way to download Realism Overhaul?
NathanKell replied to thederper121's topic in KSP1 Mods Discussions
We're working on resuscitating the Mod Bundler... -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Lack: Ok, I'll go with that. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Thanks! rbray: you're welcome to use them if you like. https://github.com/NathanKell/RealSolarSystem/tree/master/BoulderCo/CityLights/Textures EDIT: oh, rbray, there is one awesome thing you could do: check vertex height and if < sea level, set City/CityLights alpha to 0. -
Got a bit sidetracked. We know have cities (day and night) for Earth, thanks to rbray's latest prerelease EVE.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
rbray: finally got my citylights main texture working: I forgot that you make an exception for Clouds/* in ATM but *not* CityLights. So the 8192x4096 Earth cities map was being crunched to 512. Anyway, here's my album. I think they're good enough to release now. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Visaggio: please uninstall one or the other, and *then* give me an outputlog from after you clicked on a known supported engine (say the LV-T30) in action group editor mode. Also a screenshot of what is shown when you click on a placed LV-T30 in action group editor mode. andqui: RftS engines don't use KM_Gimbal yet; they use ExsurgentEngineeriing, which seems to be causing problems. I said I would port my engines over. -
8K82K aka PROTON (OLDD in USSR) v. 0.5. (12.05.14)
NathanKell replied to DennyTX's topic in KSP1 Mod Releases
I think, just for you, Denny should extend the release date by a week every time you ask. Please, stop. -
splooshman: this usually happens when two modules get added to the same tank. Are you sure you have: *only one (the most recent) version of ModuleManager installed *Only RF (Not ModularFuelTanks) installed If problem persists, post player.log
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Maybe something in .23.5 broke EE. I'll just finally get around to porting RftS over to KM_Gimbal -
Are you out of memory?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Alpha for cities and RGB for, dare I say it, landclass? (Or just straight up RGB with no alpha, and city = a landclass.) I would definitely suggest keeping two city textures; you want multicolored lights for citylights, and that may not align with the city's color during the day. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
https://github.com/careo/ExsurgentEngineering/raw/rework_smartergimbal/ExsurgentEngineering/obj/Release/ExsurgentEngineering.dll -
You can ignore those three sheets. The RT one just has some of my Remotetech2 math; Misc is just miscellaneous calculations; and ObjDump is for ease in dumping members of some PQS-related objects. Delete all three sheets if you like. Easier how? I'm interested! I had planned to do that (tech requirements for CONFIGs, and for resources to appear on the list) but got sidetracked. I'll put it back to the head of the pile, unless you have a burning desire to add it yourself