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Everything posted by NathanKell
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Protip: disabling physics for a part disables physics for the part, oddly enough- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Not calling you out, no. :] No probs -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Harvoification, sidfu, nope that's because texture compressor takes a while to compress that texture (it's huge). Only occurs on first time loading ksp, normal after that. Just wait it out. Someone asks every page or so... -
Frizzank, woohoo! Nathan hasn't releases a patch for this because Nathan's away again sadly and will have to wait a while to try this out.
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Raven: there's a much better solution, which is to add this to a new cfg file in GameData (assuming ModuleManager 1.5.6 is installed, which it should be): //Starwaster/NathanKell @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } } This will fix the problem for any engine ever, and it will also not involve changing amounts or anything, just adding the two fields that are required for .23+ engine parts (or anything with 0 amount).
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Did you, like I told you, delete the RSS folder and then download v6pre fresh and install that? No it does not need PF. I would say so in the OP if it did.
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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
Luckfish: you have two (or more) copies of Module Manager somewhere in GameData. Delete all but one (the one with the highest version number) and place that in the root of GameData.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Horizon Aeronautics - Development Thread
NathanKell replied to stubbles's topic in KSP1 Mod Development
What to do? Ask. Coders will be dying to play with something this amazing. -
Yes. Home now, so that's coming soon.
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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
That should be possible with MODEL nodes in the CFG, and adding node_attach.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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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
Woohoo! I am happy not least because it means I *don't* have to do something like this (only mine would be worse) for RF. Can we specify parameters ourselves yet? Or can you only pick from EngineSim's own models? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
You most certainly can go to LEO. You need to loft high with the first stage and circularize after apogee. With the second stage, burn level until you start descending and then pitch up to manage descent rate such that you reach desired orbit altitude at 0m/s vertical velocity. -
[1.3] Starshine Industries: Extendable Nozzle
NathanKell replied to ganinian's topic in KSP1 Mod Releases
Don't worry about it; it's just people not understanding how textures in KSP work, and the difference between an uncompressed file on disk (huge) and a compressed file in memory (same size no matter what file format is the input). What I *do* suggest is maybe cutting down your texture resolution--you really, really don't need 5 1024x1024 textures (with alpha!) per part! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
All that's required is the engine configs use non-stock gimbal modules. For example RftSEngines uses careo's Exsurgent Engineering gimbal, and is soon switching back to dtobi's Space Shuttle Engines KM_Gimbal. -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
NathanKell replied to blackheart612's topic in KSP1 Mod Releases
Oooh, fairings! Do like! FYI, as I understand it that's e-dog's model, and e-dog releases derivatives-allowed. He exported a normal-enabled mesh for cBBp. -
[1.3] Starshine Industries: Extendable Nozzle
NathanKell replied to ganinian's topic in KSP1 Mod Releases
Did you check actual memory usage, or just look at the disk space usage and think it's at all meaningful...? -
All high performance RCS is bipropellant, Gemini, Apollo, Shuttle. For US, generally NTO/MMH. LM used main tanks for both engines and RCS so it was Aerozine not MMH with NTO for its RCS.
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
NathanKell replied to Orionkermin's topic in KSP1 Mod Releases
Really looking forward to your next stuff; I'm enough of a realistic-look junkie that I'm a bit put off by the cartoony look of stock, but you're turning out really high quality parts and I've wanted a Shenzhou-style orbital module for, like, ever. -
calkurne, that looks like your video card doesn't support 8192x4096 textures, maybe. Try reducing the size of EarthColor.png to 2048x1024 and see what happens. maccollo: wow, that may be the largest stock launcher I've seen! metaphor: bloody impressive, as always. I see you've now added RT2?
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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
Specific impulse (Isp). It's a measure of efficiency, when given in seconds it's the number of seconds one lb of fuel will provide one lb of thrust (or 1 newton / 1 newton). KSP takes the thrust the engine produces, uses Isp to find out how much mass is required each tick to produce that thrust, and then subtracts that much total mass worth of resources according to the volume ratio, presumably by adding up the densities of all components multiplied by their ratios (d1*r1 + d2*r2, etc), dividing by the total mass required, and getting a multiplier m, then subtracting m * ratio for each resource. No problem. -
Certamen in Caelo [Picture Heavy] | III: 烠(Heat)
NathanKell replied to Captain_Party's topic in KSP1 Mission Reports
Well, you know what *I* think. But whatever's fun. -
Happens every time? I'll try to replicate when I get home (I don't recall it ever happening to me...), but meanwhile, post output_log.txt?