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Everything posted by NathanKell
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catas4trophy: Um, lots of stuff... :] Remove Final Frontier, Soviet Pack, and any MJ2/RPM/Scansat integration stuff you don't need. All are causing errors in the log. Get the B9 .23 Fixes pack. After that, update to the latest ExsurgentEngineering (you can find it by following the link to RftS Pack from the Realism Overhaul OP). You also need to update Firespitter afterwards too. What is RealismPack? Is it Dragon01's stuff? I need to remove that from the RO modlist, it's not up to date. Also, you really, really, really need to not change folder names. In fact, you need to install addons exactly as their install instructions tell you. If the mod says "unzip into GameData" then unzip that archive into GameData, don't unzip it into another folder, rename it, and chuck that in GameData. (What is ModularFuelSystem-RealFuels anyway? You also have a RealFuels folder. And as the RealFuels OP says, you want *just Real Fuels*...) Finally, toss RT2_RO; it's included in Realism Overhaul (which you seem to not have? RPL certainly needs it.) There, that's everything I noticed, but the log has so many errors it'll probably take a few passes. What I suggest is you first go to an absolutely minimal install: just stock + RSS + FAR + ModuleManager. Then gradually add things, noting requirements. Once you hit your first error, give me the log again. We'll get it sorted out. tychochallenge: Sounds like an installation issue. If you want to provide more info, like I just asked catas4trophy for, then I can maybe sort you out.
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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
camlost, KSP hangs (as does AJE tester, at high mach scrubbing the mach/altitude sliders) with this engine. The tester just has an "AJE Tester has crashed and needs to close", whereas KSP seems to hang (no crash, just stuck, needs being killed by task manager). MODULE { name = AJEModule IspMultiplier=1 defaultentype=2 acore= 10.17 byprat=0 tinlt = 2500 tfan = 2500 tcomp = 2500 tt4 = 3000 tt7 = 5500 prat3 = 1.5 eta3 = 0.99 eta4 = 0.99 eta5 = 1 eta7 = 0.8 fhv = 20000 abflag = 1 usePrat3Curve = True prat3Curve { key = 0.0 10.0 0.0 0.0 key = 2.5 10.0 0.0 -6.0 key = 3.0 6.0 -3.0 -3.0 key = 4.0 3.0 -2.0 -2.0 key = 5.0 1.0 -1.0 0.0 key = 5.1 1.0 0.0 0.0 } } -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
SpacedInvader: MonoPropellant isn't STACK, it's still ALL_VESSEL. Also, definitely can't search for fuels that haven't been added yet. (RF tanks start with no fuel in them). I've tried to add CrossFeedEnabler to all known existing radial tanks, but I have not added it to stretchy and PP by default because that can screw them up due to the MODULE order loading bug (a SQUAD bug currently being fixed/worked-around by swamp_ig). I use conic service modules at 1.0 utilization with nitric acid in them (for balancing my planes); RFNA has a density of about 1.4, so you can pack a ton in. Certainly if you made a conic tank the size of the AIES science experiments you could get 100kg of RFNA in it. blux_: the Mk1-2 pod has an offset center of mass to enable flying lifting reentries (see the last question in the FAQ in the first post). Add weight to the other side of your service module to counteract it. -
TOT: http://www.orbiter-forum.com/showthread.php?t=19682 Ames Resarch Center's Trajectory Browser: http://trajbrowser.arc.nasa.gov/ Various good hits: https://www.google.com/search?num=100&q=interplanetary+transfer+window+tool&oq=interplanetary+transfer+window+tool
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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
Romby: thanks! Phredward: Cool, nabbed. dlrk: thanks! Will do. Woopert: Even in that SLS ICPS/DCSS + SM thread you linked to from blackheart, blackheart is using the Taurus pod. Which I probably should support, actually. That said, I was actually considering making the Mk1-2 a *3* meter pod, since we don't have one of those. (Apollo is 4m, Orion is 5m, Mk1 is 2m...notice a gap?) SpacedInvader: Pics? Craft file? If you rebuild it exactly, does the issue still occur? (Not just a simple version). -
InfinityArch: axial tilt is faked by setting the key planet (the only one to have correct axial tilt) to an inclination equal to its tilt. Then the ecliptic will be in effect tilted to that plane, and thus the inclinations of all other bodies are recomputed to place them in their correct inclination to the ecliptic. Dooz: why stop there? dlrk: it's been updated. I forgot to remove OUTDATED when asked. Apologies to you (and jsimmons) TechnicalK3rbal: note the configs at the top of the OP. Bedi: eggrobin simulated it (as in my explanation at the top of this post). Only Earth has its correct tilt. True axial tilt is impossible in KSP right now. catas4trophy: please post your output_log.txt and a screenshot of your GameData folder. pingopete: That seems very strange. Has anyone else had this issue? Has it gone away from removing scatter? darkside: it has wrap=true but it presumably also has spheresOnly = true. Cjprice: are you *really* sure that you're using RSS v6.1? The Mars atmosphere bug was fixed. It ends at 213.3km. Phobos should get lower altitude limits, quite right. Although since escape velocity is a pogo stick away, not sure that's the best idea
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regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
Yeah, fair point. It started out (and my prime focus is) 100% real solar system. But it would be criminal to lock up the functionality, or make people use it "all or nothing," so everything it does is changeable and toggleable in cfg. -
Well, Mu made RequestResource virtual for us, so it's not impossible we could get them to make that virtual too.
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regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
See above. RSS is a *plugin*, and *everything* it does can be enabled or disabled as desired. -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Wow, you just keep churning this stuff out! Looks great! So, since these parts are both glorious and RAM-friendly (couldn't be friendlier), I would love to support them in RO. Would anyone like to volunteer to help make config patches? (Even if not, I'd greatly appreciate if, Lack, you could tell me how many m^2 of solar cell surface area are on each solar panel.) -
regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
It already does. RSS can have whatever config you feed it. Both Better Atmospheres and Proot's KSPRPC use it to change atmospheres. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Then, it comes down to FLYING: UR DOIN IT WRONG. It's perfectly possible to fly safely with FAR, you just have to lighten up on the controls, use the FAR flight aids, and design your craft well. Now, you can do one fewer impossible thing than you could do before. That's good. It makes you a better designer and pilot. I can and will post Mach 3-at-sea-level, perfectly controllable aircraft if that's what it takes.- 14,073 replies
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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: Hmm, fair point. Maybe Screen blending? -
How close to reality does FAR + Real Solar System get you?
NathanKell replied to DerpenWolf's topic in KSP1 Mods Discussions
I don't get why people feel a need to complain about what other people do in a sandbox game. I even use MechJeb! <gasp> Also, KSP's soul was quite tasty. Tasted like...hydrazine. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Can't you just add a second detail texture var, and instead of changing alpha based on lighting, lerp between the textures based on lighting? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Looks awesome! Quick question--I haven't quite been able to figure out the unified shader (the Dark Overlay stuff). Am I reading right that we could now use it in both lit (regular city) and unlit (city lights) mode? -
That's nice. Ask Squad to fix their shader then?
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