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Everything posted by NathanKell
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brooklyn666: As RedAV8R states, RftS has not, for some time, touched any real FASA engines (with the stupid-typo exception I noted above), only the non-real ones (like mini Orbital Bertha, mini LR-91, Mercury LFE Retro, etc.). Yes, I do plan to keep working on RftSEngines (and RftS--it's been a month...), not least because I have to support all that ARM stuff now.
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Blipser: Is this with loading an existing craft or when creating a new craft? brooklyn666: I have to get up to speed on that. I think it does now. CoolBeer: thanks!
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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
Even if you could, the forces would all be applied at the CoM, which would mean the control surfaces wouldn't apply any torque.- 14,073 replies
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[0.90] Kerbal Mechanics: Part failures
NathanKell replied to IRnifty's topic in KSP1 Mod Development
Was just about to chime in regarding not replacing modules, but I see you're already going in that direction. So instead I'll just leave a note to say I'm super-interested and will be following closely! -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
NathanKell replied to blackheart612's topic in KSP1 Mod Development
Are you making them as fairings (like KW's) or as an automatic decoupler fairing like engines? If the former, then you add three connect nodes spaced equally around the object, set stackSymmetry=2, and make your fairing piece be a 120 degree section. Also, dibs on #some_low_number fan -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
NathanKell replied to Porkjet's topic in KSP1 Mod Development
Yes. 10char. -
Thor-Able 1 has a better try. (840m/s LOI solid + 4x2 40m/s velocity adjust solids; 4x hydrazine mini RCS. Yes, I made orbit: 18x48km.)
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Working on it as we speak.
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brooklyn666: The latter. It's not super-high on my list (I'm rather hoping someone else gets there first--at one point I heard BobCat was working on it) but I certainly plan to go full-real. Motokid600: they're what control planet terrain. is an overview from Mu (skip to after Harv talks).
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Naw, it's unpossible that Kyle and Winston would have tested this mod before release! It must be their fault, and they designed the error just for you since no one else seems to get it. Seriously, though, sounds like you're hitting KSP's memory limit (which you could confirm by, y'know, reading the output log). Uninstall mods or get Active Texture Management.
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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
Dirt_Merchant: You have the latest HotRockets (with the latest SmokeScreen)? -
Mwahahahahahah. Guilty.
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Regarding the atmosphere: Starwaster was going to stretch it to 250km, but I asked for 180 so that satellites in the reference 100nm (~185km) orbit could be on rails. Aazard: AndreyATGB has a pack up. Which I kinda forgot about (sorry!) over my long absence. Integrating. Thus far, only a custom biome for Earth. ThorBeorn, dlrk: the 10x Kerbin rescale is what you want. For you (and anyone else) who is using that cfg, though, open it and find PQSCity { KEYname = KSC repositionRadial = 158200.0, -220.0, -570000.0 lodvisibleRangeMult = 6 } and replace it with PQSCity { KEYname = KSC repositionRadial = 158200.0, -220.0, -570000.0 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 75000 } sovereign: this is because for some reason Unity wants an RGBA normal map (unless I'm assigning it wrong!). Check out Earth_NRM to see the format. Re: scaled space, meshes are now (or should be) perfectly wrapped to PQS. For Pol, sounds like the PQS needs to be edited. Scripto23: Sounds like a rewrite is in order, since most of the orbital params changed. (Sorry, AbeS!) brooklyn666: yup. Haven't changed the name, though, since that'll break tons of stuff. Skyler4856, Aazard: That's metaphor's pack. I'll try integrating it and AndreyATGB's, although I'm not touching PF yet.
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SpacedInvader: ridged altitude curves are what you should use to make slopes into cliffs. For the moon, AndreyATGB posted those files; they should help. And yes, a lot of the issue is that Squad planets have nearly the same max elevation as do real-size planets, but real-size planets are ~10x larger--indeed they will look different. Minimus doesn't have a heightmap IIRC, and the PQSMods are probably different. So just copying over the PQSMod nodes probably won't work...I need to get the generic PQSMod config loader from krag working. maccollo: yup, thank eggrobbin camlost: heh, no. Well, that kinda used to be true but for the last couple months not so much. eggrobbin: it's possible the sphere isn't quite aligned right or something? Captain_Party: Supported since RF v5 mortuus, AndreyATGB: the site of KSC can be changed in RealSolarSystem.cfg. I have left some commented-out alternate locations in the file. Some pages back Ferram and Captain_Party were releasing packs that included many different launch site options. To change a launch site, you open the cfg, find the KSC block, and change latitude and longitude. You probably also need to change the latitude and longitude of the MapDecalTangent right below it.
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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
shabbycow: Given how thrust limiting actually works (it doesn't limit thrust, it limits throttle), no, there isn't a way to use it unless the engine already supports throttling. If you have the various mods' engines, you should have enough options--what "holes" are you finding that you need to use thrust limiting to fill? IronStar: Try using capslock for fine controls. Regarding FAR, that's *very* weird. You're saying the entire toolbar doesn't appear when using these engines? I'd post on the Toolbar thread about that. -
You'll probably be fine using v5.1 on .23, but if not, let me know and I'll recompile it for .23--nothing had to change between versions.
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I stuck the RSS textures in PluginData precisely so that they wouldn't be touched by ATM. No config is necessary; they are imported (and compressed) as appropriate. (KSP autoloads all textures in the GameData folder *unless* they are under a PluginData folder. ATM touches only textures in GameDatabase [i.e. those textures loaded from GameData.])
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Chaka Monkey - Closed Development Thread
NathanKell replied to YANFRET's topic in KSP1 Mod Development
ksp.log will report why craft files can't be loaded -
HotRockets! Particle FX Replacement + Tutorial
NathanKell replied to Nazari1382's topic in KSP1 Mod Development
It has for quite a while--since RF v5.0 from, oh, 2-3 weeks ago... -
Some lesser-known bits of info for addon developers
NathanKell replied to NovaSilisko's topic in KSP1 Mod Development
2048x2048 RGB. The others are 1024x1024 RGBA. Also there are a ton of duplicated textures in Spaces. Polecat_EZ did a good job debloating the internals. -
Konstantine the Great: It's been out for about 2 months, altough not on the OP. Well, now it is. Oksbad: Yes, there have been packs posted using Texture Replacer and EVE to change them. Don't have a link offhand. SpacedInvader: This does happen in stock, and if you watch carefully at about 60km you can see it happen. The heightmap *only* affects the PQS; it's one of the PQSMods. The PQS as a whole (counting all its PQSMods) then affects the scaled space mesh due to some code I added. Let me repeat: Unless you want to create your own PQSMod that supports a paging heightmap, you will not be able to increase the resolution of the heightmap beyond what I have already set for Earth (8192x4096). Instead you need to play with the other PQSMods. The Moon, as yet, is still using a stock heightmap, but that can be upped to 8192... Changelog v6 \/ *Fixed orbit lines (thanks HoneyFox!) *Added pressureCurve support with curves for Earth, Venus, and Mars (thanks Starwaster!) *Added temperatureCurve support (nothing here yet) *Fixed a typo with tidally locked orbits (thanks eggrobin!) *Converted orbits to Earth-relative inclination, to support axial tilt (megathanks eggrobbin!) *Recompiled for .23.5
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gtmattz: Given that asteroids are not-that-many-tons, I find that reasonable. However, if it really bothers people I'll add an option to turn it off. v4.6 = \/ *Made AblativeShielding tweakable. *Added fix from HoneyFox to detect shielded parts the way FAR does (REQUIRES FAR) *Added version checking (per Majiir's template) *Recompiled for 0.23.5
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Ah, right. That. Blargh. I'll fix it when I can. In other news... v5.1 \/ *Fixed RCS Sounds compatibility *Fixed g0 constant in all RF-compatible engines to be the real 9.80665m/s rather than KSP's 9.82m/s (even though elsewhere they use 9.81, for engines they use 9.82). *Fixed semi-automatic ModuleEnginesFX support to actually work. *Preliminary tweakables support from swamp_ig *Support new ARM tanks (taniwha) *Support TurboNiso tanks (Spanier) *Recompiled for .23.5 *Changed DLL name. YOU MUST DELETE OLD RF FOLDER BEFORE INSTALLING v5.1!