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Everything posted by NathanKell
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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
Your options are "edit the cfg to whatever you like" Current premade options are: 10x Rescaled stock-Kerbol system by jsimmons RSS config that uses all stock + PlanetFactory planets by metaphor 1/10th size Solar System (i.e. real solar system made Kerbal-sized) by metaphor 6.4:1 Kerbin RSS - Config file for Real Solar System that maintains the stock flavor by regex darshiki: Hmm. It shouldn't be size that's a problem, but part count--and with stretchy tanks / procedural parts, and with large enough engines, larger rockets shouldn't necessarily need more parts. -
Then you need to update RealChutes too.
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Test of continuing KER developments [0.24.2]
NathanKell replied to Padishar's topic in KSP1 Mod Development
Padishar: does this take thrust correction into account? (i.e. where thrust varies with Isp, rather than fuel flow varying with Isp) -
Not at all. It can replace ModuleHybridEngines (and indeed probably should), but it can't replace ModuleHybridEngine because the latter allows for > 2 configs. I'm undecided as to whether to make a new RF module for MultiModeEngine, or add two ModuleEngineConfigs modules with tags, or try to make MEC support multiple modules. EDIT: ninja'd.
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Squad's ModuleRCS has a bug: it uses the part's transform rather than the RCS thrust transform when computing what to fire and what torque to apply. This means that if your RCS part is stack mounted (i.e. in line with the vessel origin or CoM) it will not work, or at least not work reliably. You can try turning Fine Mode on (capslock); that seems to help sometimes.
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Sax Man Aeronautics: You can compile from source, or grab the pre-release in this post Hodo: You can duplicate the PQSCity node in the cfg, and change KEYname to IslandAirfield Here are the original parameters for the Island airfield: [LOG 19:50:10.604] PQSCity IslandAirfield [LOG 19:50:10.604] Parent sphere: Kerbin [LOG 19:50:10.605] order = 100 [LOG 19:50:10.605] reorientToSphere = True [LOG 19:50:10.606] repositionRadial = (186253.6, -16135.7, -570176.8) [LOG 19:50:10.606] repositionRadiusOffset = 28 [LOG 19:50:10.606] repositionToSphere = True [LOG 19:50:10.607] repositionToSphereSurface = True Try increasnig repositionRadiusOffset to like 40 or so. so it'd look like PQSCity { KEYname = IslandAirfield repositionRadiusOffset = 40 }
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
NathanKell replied to asmi's topic in KSP1 Mod Releases
asmi, so sorry to hear that--my best wishes for your mother, and to you as well juggling all this! Worry about and work on the important stuff first (protip: KSP ain't that). -
Yup. And if it doesn't do anything, poke me and I'll upload the current dll (see above posts).
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Yeah, sent you an email about it. Ok, well, a day or three won't hurt IMO. (It's been a month and a half already since I even released a _pre_release...oy).
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Now-defunct-thread-that-should-not-appear-in-google-search.
NathanKell replied to Cilph's topic in KSP1 Mod Releases
Is there any SPU module that will allow control when connected, but *not* act as a relay? -
HotRockets! Particle FX Replacement + Tutorial
NathanKell replied to Nazari1382's topic in KSP1 Mod Development
Nazari, thanks! -
I'm waiting on Starwaster's "ready!" (he's been doing work on pressureCurves) so I can fold that into v6. Also HoneyFox fixed the orbits-showing-through-planets thing. So you get more bonus from compiling from source Tom K.: RasterPropMonitor.
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swamp_ig: assuming you're doing all model changes on load, then KJR (which everyone should be using, basically) should properly interpret part size and set joints accordingly. jsimmons: it's actually pretty tough (unless I hit an inspiration, or taniwha gets one) to change MFT/RF tanks on the fly. There's certainly no existing support for it. That's why there were so many different stretchy RF tank types. I would like to allow changing on the fly for PP tanks, but...no ETA.
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ialdabaoth, that is awesome, awesome news! I'd dearly love it. Though mucho thanks go to taniwha too--he did most all of the fueltank rewrite for .23 and has been maintaining MFT admirably.
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I know it's in my source. Not sure if the prerelease I upped had it. If it doesn't work for you let me know and I'll reup with the latest.
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Here is a prerelease for ModuleEnginesFX compatibility. Note it does not work with Multimode engines (the RAPIER) yet, but does work with single-mode engines. However, in the MEC block, make sure you have type = ModuleEnginesFX so MEC knows what to look for. https://www.dropbox.com/s/brn9mxzvc82x4i2/RealFuels_v4_4_pre2.zip Note other changes in changelog; in particular, delete the RF-related Stretchy parts from the Stretchy folder, they're now included in RF.
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In the PQSCity node: Use repositionRadiusOffset to change the height above the terrain. Use reorientFinalAngle to change the orientation of the space center.
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Horizon Aeronautics - Development Thread
NathanKell replied to stubbles's topic in KSP1 Mod Development
dtobi's KM_Gimbal works quite well, as does HoneyFox's Tweakable Gimbal and careo's latest ExsurgentEngineering gimbal. -
Thanks for the catch! Alas, per my posts on the HotRockets and SmokeScreen threads, they *don't* change the module name...they nuke the old module and write a new one. That's why it's failed so far. I've requested that instead they just change the module name, which will work fine with DRE.
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Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
As promised, retcon'd Chapter 1. -
(Crossposted from HotRockets thread) So, I'm finally back(ish) and actually looking through stuff now. I have a request for Nazari, Nothke, and anyone else writing ModuleEnginesFX conversions: please, please, instead of nuking the old ModuleEngines node and rewriting it, use this form. We'll take the Skipper as the example. @PART[engineLargeSkipper]:Final //Rockomax "Skipper" { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low // snip EFFECTS node // DO NOT DO THIS - !MODULE[ModuleEngines]{} @MODULE[ModuleEngines] // do THIS instead { @name = ModuleEnginesFX // and this runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset // you should include this, if you want to be sure it doesn't exist. // you don't need the rest, since you're modifying the original node, not replacing it } } This will make it compatible with DRE, and with other things that change the engine's stats. Let me explain. Since ModuleEngines and ModuleEnginesFX take almost the same parameters, instead of replacing the whole module, you just change the name line to refer to the new module, and add the lines that the old module lacks (and do a remove for fxOffset, in case it exists and you want to clear it out). Further, this will occur on the :Final pass, which means it will occur *after* all other changes are made (like DRE's change to heatProduction).
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sidfu: please see the last two posts on the HotRockets thread.
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