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NathanKell

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Everything posted by NathanKell

  1. Dirt_Merchant: use regex's config, but add back in the lines that refer to pngs. Make sure you get all three. Starwaster: did you really mean 80km, or was that a typo?
  2. Rolf47: congrats on starting modding! Folks, no need to harsh...
  3. Bucc: (Well, it has two Avons, so it's overpowered and a guzzler; also it's in natural metal not RN gray.)
  4. So...I've been meaning to do this for a while, but I think instead of (or at least first/before) doing this part, I'll write a plugin to automatically crossfeed radial tanks.
  5. SpacedInvader: Yes, every CB (*Except Jool*, which doesn't have a PQS) can have an Export node. Ralathon: that's quite interesting! Until we get the other PQSMods working better I think RSS should go with your solution. Apologies for harshing on it earlier! Omicron314: Sounds like you maybe installed it in a different folder. Install exactly as readme instructs. If you still have trouble, post your output_log.txt Green Skull: Cool! (A note about those moon textures--check out my post a couple pages back where I explain what has to be done to the normal map for it to work right. The texture as uploaded has those 90-degrees-off normals.)
  6. 1. Grab the "mbm to png converter" on spaceport. 2. Use it on any mbm files you want to edit. 3. Rename the original .mbm files to .mbm.bak (so they won't load, and the pngs will load instead) 4. Edit the pngs to taste.
  7. Ferram: IAS? That reminds me I was going to ask you for KTAS and KIAS Moon Goddess: These are geared for RSS/RO, but the basic techniques should apply to stock+FAR too. One by Ferram for manual gravity turns, one by me for how to fly them with MJ. https://github.com/NathanKell/RealSolarSystem/wiki/_pages
  8. Why would you need .23.5 updates from those mods? Part mods shouldn't have compatibility issues in .23.5...
  9. Per the OP, the fixed-radius tanks have been deprecated. For some reason they still show up in the tech tree though. It's correct that they don't appear in the VAB.
  10. Hah! The hump version is funny, it looks like the TSR.2 ate a Scooter! If you're doing awesome UK might-have-beens, what about a P.1154?
  11. "Close enough" deHavilland Vampire. Uses a down-rated J47 from AJE. A passable F2H-1 Banshee (no tip tanks; need to redo wing root pods). 2x Nenes, with close enough performance to the J34s. Something kinda like an X-15 (the early model with the XLR11s). A cross between a Voodoo and a Starfighter. Fuselage of Zipper, wings of Voodoo. Me P.1110 (with wingroot intakes). Downrated Nene. Inspired by various British mid-century jets (influence from Bucc, Folland Gnat, others). Powered by a J47 (yeah, well). EDIT: Oh crap some of these shots are from before I switched over to AJE. Text is correct; pix lie.
  12. DarthVader: Ferram made the PSLV (as the text above the pics mentions). He used Stretchy SRBs/tanks, procedural fairings, and standard, his own, and blackheart612's textures for them. He probably also custom-made the liquid fuel engine's stats for the job (I can't make out which engine it is). The AJ260s are also Stretchy SRBs. To those having problems moving KSC: If it appears under ground, you need to either fuss with the radius offset, or set repositionToSphereSurface = true. Ralathon: if you're doing this for RSS proper, you should use Mars's real heightmap anyway. But if you want Duna's, kind of a problem, in that that's a non-GameData asset (and thus we'd be extracting it out of the procected Assets files). As a workaround, create a new RSS CFG that only features Duna, and inside only an Export node (copy from Kerbin's, change fooExport to Export); also disable oceans in the node. Then you can set desired resolution and max/min heights (guess?) and you'll get a height map export based off the combination of the original heightmap and all Duna's original PQSMods. You'll also get a color map.
  13. Who the heck said tree making wasn't "real" modding!? And even if that were true, you're also making your own plugin and part stats. So...take the well-deserved praise.
  14. That *is* new. Huh! I should pay more attention to changelogs
  15. You might want to play around with AtmosphereFromGround if you want to edit atmospheric shading, rather than just adding cloud layers. You can also play around with the ramp used for the corona that handles the rim glow (Alternis Kerbol does this, you can see how in NovaSilisko's source). If you don't want to write a plugin, you can use RSS *only* to change AtmosphereFromGround.
  16. Hah! For once we RSS-ers get to not have to rescale, and instead those stock folks have to do the legwork.
  17. There's an issue on the github page I made when I thought it was specific to non-equatorial launches, but you've confirmed that LTR is just plain broken right now. sarbian: updated my issue, but can't see a way to change the title. I too recall it working--I think I last had it working in .21 or .22, and I don't know what's changed either KSP-side or MJ-side to make it fail. But it does indeed appear to have LAN off by about 170 degrees (maybe a perfect 180, but I'm doubtful). sarbian is aware of the issue, btw.
  18. mar117117: Note that as of Stretchy v9 and RF v5.1, only the super stretchies and conical stretchies appear. You're saying that *no* stretchy tanks of any sort appear? I don't see any problems in the log--KSP appears to be loading the parts ok. Oh, one thing to try: run KSP as administrator, or move the KSP folder out of Program Files. That sometimes doesn't let plugins run (if you run with user level with KSP in Program Files).
  19. Congrats! That's new--it used to use 24hrs. I'll look into it.
  20. Nope, it's definitely a painted background. You can try dumping the names of all textures and seeing if anything looks likely. EDIT: ninja by Thesonicgalaxy
  21. Sandbox or career? Delete Stretchy-related folders in GameData. Install exactly as specified in readme. If problem persists, upload output_log.txt.
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