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Everything posted by NathanKell
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AndreyATGB: That's because it's not a requirement of RF, it's a requirement of RO (which has the RCS-changing stuff). If you have RF without RO, you don't need ModuleRCSFX, so it's not listed as a requirement here.
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dlrk, in the *very post* I respond to you in, I quote how ModuleRCSFX *is* listed as a dependency, for the mod that requires it. I don't know how I can be clearer.
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Well, I'll make my usual request of moar cockpits... Something like the nose of the Mirage line. Or the F-4. Or the Eagle. Or the SR-71 or X-15.
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I....did. RCS configs come from RO (which you must have also updated, to need ModuleRCSFX), and here's the requireds list from its OP: dlrk: Check how RealFuels/ECLSS_RF.cfg does it. Or check the first link in the FAQ in the third post of this thread.
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You...you saw the part where the fist sentence of my post was "Apologies for my absence from this thread; I hope to catch up quite soon" right? That's what I meant; it's not code for "definitely gonna ignore Riverey." Starwaster: dangit, I thought I included that in 4.61. I'll check again.
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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
Apologies for my recent non-presence on this thread. I *will* catch up and respond. Been super busy updating everything. Life support updates will have to go in the next release, which I hope to have be only a week or two at most away. Changelog: v5 -- \/ *Moved WAC Corporal and V-2 parts to RPL; added in Engine Ignitor and throttle-limiting support *Merged RedAV8R's FASA patches (maintained by RedAV8R) *Merged brooklyn666's RT2 patches *Updated 2.5m heatshield title for clarity *Fix Proc Fairing node sizes *Switched to ModuleRCSFX for RCS thrusters. Now supports bipropellant RCS! *Updated RealChute integration with new parts (thanks stupid_chris!) *Will automatically set correct FAR settings (0.13.2+) -
Apologies for my absence from this thread; I hope to catch up quite soon. Also, apologies for forgetting to release this little mini-release. Changelog: v4.61= \/ *Fixed 6.25m heatshield animation modules (thanks Sage!) *Fixed typos in decouplers (thanks DispleasedScottie!)
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Whoops, missed this. It should be totally compatible. Changelog: v5.2 \/ *Add support for Nazari's Mk3 expansion, add ECLSS fix, fix ARM patches. *Fix launch clamps so they pump to all parts. *ialdabaoth: add support for RF adjustments via tweakables. *Fix RCS tank basemass *Support ModuleRCSFX *Fix some engine patches to play nicer with HotRockets
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Sounds like maybe I'm not setting them right in RSS then! I know setting the thresholds works; I'm confused why setting the multipliers doesn't.
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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
Not without the output_log.txt (Mac: player.log). That just tells us there *was* an error, not *where* it was.- 14,073 replies
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Ah, ok. Gotcha!
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
NathanKell replied to sarbian's topic in KSP1 Mod Releases
This is because stuff in the new FAR breaks with old modulemanager, so of course it's going to behave differently (and in particular, the problematic functions error out before returning, or don't get called). What's *actually* happening is that FAR switched to its functions needing and returning doubles, but MJFarExt expects floats, and so you get problems. Use latest FAR (.13.2), latest MJ dev build, and delete MJFarExt, which is not up to date and is therefore broken. -
rbray: an interesting issue. Since Unity internally stores normalmaps in RGB=Y (inverted), A=X (inverted) rather than R=X, G=Y, B=Z, (a) you might be safe compressing them to DXT5 anyway, but, more importantly, (: when normal maps for parts are supplied in traditional format, and compressed by ATM before load, Unity doesn't know what to do with them and spews errors: GameDatabase: Texture 'DeadlyReentry/Parts/deadlyReentry_1.25Heatshield/model001' requested as normal map but texture is not a normal map and is not readable Etc. First, I *believe* this error only occurs with ATM; I will try to verify it does not occur without ATM (and I ask that others check this as well)... Second, could you perhaps convert NRM-flagged textures to Unity Normalmap form when loading them yourself? Otherwise Unity has issues.
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mikebell: will fix. Got your PM and saw your post, just been CRAZY busy with 6.1 and my other mods. Responding ASAP...
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regex: yes for both of us; me from, oh, 5pm EST until 3+am EST (per above, it was like 6 or 7 last night ); eggrobin is in Central European Time but would also be around when you are AndreyATGB: and any other mod that relies on body name. I'm posting a PSA to Add-On General about it. EVE should be decently easy to fix, just change the names in the cfg. Beniot: at this point regex and Starwaster know more than I (see previous posts) but I'm sure it's possible to add to RSS eventually.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
rbray89: Water: cool! The main problem RSS has with water, though, is it seems the fresnel params get messed up and near-screen water is treated as transparent pretty much no matter the angle. Re: pnoise. Yeah, fair point. Hmm. I guess what I was really gunning for was having frequency dependent on distance, maybe, as a way to get around having to use octaves? There *should* be a spare float or two per vertex; we should dig into PQS....pretty sure I've seen something you could maybe use.