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KSP2 Release Notes
Everything posted by NathanKell
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v10.6.1 Hotfix for body indices. If you already loaded a save with 10.6, apologies.
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Changelog v10.6 Fix issue with Earth's sidereal rotation period not being correct (thanks eggrobin). Tweak hypersonic convection up slightly. Massive improvement pass by KillAshley! Make sure you get the RSS-Textures update too! Updates: Added organized cache files to local RSS folder for all bodies Removed RSSKopernicus.cfg; Separated & organized body cfgs one body per cfg and added RSSKopernicusSettings.cfg that holds remaining global values. Enforced fixed flightGolbalsIdex to all bodies to ensure future save-game compatibility Tweaked various planets PQS maxLevel to adjust for terrain pixelation vs detail Added detailed PQSMaterials to create detailed surface textures to overhauled bodies Added & Edited PQSMods to allow for more varied (less flat) terrain Added higher fidelity normal maps Added new heightmaps for certain bodies to improve terrain based off lack of credible data Adjusted scaledspace atmospheric rims to a more suitable coloring & strength Implemented Charon Added Pluto & Charon height & color maps made from current information mixed with procedurally generated terrain This update really is the "KillAshley" update--I can't express how grateful I am, and how much awesome work KillAshley has done for RSS. Thanks so much! And I hope you all thank @KillAshley too! Oh, also, @PLAD since the sidereal rotation period of Earth changed (i.e. became correct) you'll need to update your Lunar spreadsheet.
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@Dennis33 Does KSP come with clouds? No, you need a mod for them. Same here. @Unit327 I'll talk to Thomas about getting our config ported.
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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
I concur on not releasing for 1.1 pre, especially since I know I will be changing the underlying code during it.- 14,073 replies
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Piaggio Re.21 Gabbiano (Jun 1938): Designed around the giant new Piaggio radial engine, the Gabbiano (Gull) sported distinctive inverted-gull wings that earned it its name. These were necessary to allow for a propeller large enough to take advantage of the engine’s unprecedented horsepower. With most Regia Aeronautica hunters showing their obsolescence compared to British, German, and American warplanes in the French Civil War, and even the Folgore at a disadvantage at altitude, the prototype Gabbiano was rushed into production in early 1938, entering service in the late spring. Tricky to fly, but with excellent performance, the Gabbiano acquitted itself well during the Intervention, proving a fine opponent for the Hawks, Rapiers, Falkes, and the occasional low-altitude Eule. Re.21: 8929lb dry, 11266lb loaded, 2250HP, 439mph, 4x 20mm cannon. Unknown Gabbiano of 39°, Turin, 1938.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
Of course they do. In the editor, click action group editor mode. Click the part. Choose 'next size' and 'previous size' to taste. (Make sure you are using one of the Procedural Chute parts.) -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
@Red Iron Crown Hah! Well, let's just say the crew waved. (So did the crew of the icebreaker required to support the landing...not the smartest LZ choice for late December.) -
OP edited for KSC Switcher. Kerbal Renamer: https://github.com/KSP-RO/KerbalRenamer/releases
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@Lack thanks! Let me have a think, there's always stuff we'd love to see. Off the top of my head, one thing we could really use is a centrifugal flow compressor. You know how Porkjet added the turbines for jets? (And Ven replaces them in VSR) -- they're all axial-flow turbines. Right now I have a hackjob for the Derwent and Nene that work very poorly (I made one wider and flatter and stuck it on another so it looks like a + sign...very hackjob). I'd love to have a centrifugal flow model to use.
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Ya, I gotta update the suggests. Good points all! @Zarbizaure great start! I'd suggest posting a thread in the Modeling subforum of the Addon Dev forum, that's where you're most likely to get help.:)
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
@Frybert I have never encountered that myself. Do they show as different configs in the VAB, or just at launch? -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
NathanKell replied to NecroBones's topic in KSP1 Mod Releases
Thing is, there wasn't a Nova per se. There was the first generation of Nova designs--the NASA in-house design studies that were the competition for Saturn. That's one whole series of designs. Then there's the second generation of Nova designs, the follow-ons to Saturn V. Look around on astronautix for everything related to Nova--all the major manufactures had like a dozen submissions each for that one. What is sometimes conflated with Nova is Saturn C-8, as stated above. That is a fairly solid design study.- 966 replies
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
@Her Imperial Majesty MechJeb works fine, and indeed is recommended for use with RO. The Realism Overhaul OP mentions all mods we support, but minor UI/visual mods (like Kerbal Flight Data or Precise Node or PlanetShine or...that sort of thing) will usually work fine too. -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
30 days later, the crew is ready to come home--for the New Year's celebration of their lives! -
https://github.com/KSP-RO/KSCSwitcher/releases https://github.com/KSP-RO/KerbalRenamer/releases Thread when I have time, but the RO group has taken on maintenance for some of regex's mods.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Install both of them. -
@Unknown601 sorry? @HoloYolo 1. Well, certainly you would need to start a new save after installing this, and you wouldn't be able to play that save after uninstalling it. But will merely adding and removing the mod from GameData break KSP? No. I can't imagine anything short of nuking the Squad folder (or things outside GameData) doing so. 2. The textures haven't changed since then. The big change is Saturn has rings now. Well, and the magic that RVE does to Earth.