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Everything posted by NathanKell
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regex: thanks! If you use a v5.x cfg, but add only a MapDecal node and set only one key/value, radius = 79637.5, then it *should* place KSC exactly as before. I need to upload a new pre build that adds support for the orientation member. I don't know what's causing the camera issues; I'll dig in when I get a chance (I'm currently on a trip, with spotty net access and a meh laptop...)
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Extract the StretchyTanks folder in KSP/GameData Once the part appears in VAB/SPH (make sure you start a new career game or play in sandbox to be sure), right-click on it; on the right will be the info of what keys to press. You hold the key down, then move the cursor over the tank. It will stretch. Ferram, blackheart612, those look super-awesome! I will add to OP; right now I'm on a trip with spotty net access...
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That IS the new FX system
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Fun! List the mods you currently play with 2014 edition
NathanKell replied to jpinard's topic in KSP1 Mods Discussions
metaphor: Toolbar AIES (everything except what Stretchy or PF makes redundant) Visual Enhancements and ATM (I've hand-reduced some textures; I do *not* disable mipmaps or force rescaling in ATM, except capping normal maps). Crew Manifest DRE Editor Extentsions Engine Thrust Control Engine Ignitor Exsurgent Engineering (latest dev build, for the gimbal) F1 Rocket Engine FASA FAR Firespitter FusTek I^3 radial chute Jeb's Big Stick Procedural Fairings KJR Hyperedit Space Shuttle Engines (just the OMS right now) Kerbal Alarm Clock KSPX KW Rocketry (batteries, side tanks, engines, solids, RCS) ECLSS MJ2 My own personal cfg edits (add ejection module to cockpits, fix various little issues, etc) NovaPunch (Solids, decouplers, engines, LES, struts, pointy nosecone [only one I know of!], the mini parachute, solids) Part Highlighter Procedural Dynamics RCS Build Aid RealChute RealFuels (RftS engines obvs) Realism Overhaul RSS RT2 ReStock Reaching for the Stars--has some unreleased stuff beyond what's in the thread, like rescaled FASA parts.) RLA Stockalikes SDHI Sam Hall's Mk2 Cockpit IVA StretchySRB TAC Fuel Balancer Taverio's Pizza and Aerospace Vanguard / EVA Parachutes TreeLoader for RPL Soon to be reenabled when I stop needing a "lite" dev install for RSS: (And stuff I haven't updated since .22 since I'm not playing much these days...) BobCat's Soviet Historical Pack and Soviet Engines Mission Controller Extended Space Factory (Vostok, especially) TouhouTorpedo's Mk3 Expansion, Mk3 Crew module, and Mk4 system B9 Kosmos (and some tweaks I made to it for RftS, which you all will see if I ever get to the mid 50s...) Lionhead probe parts and MEM (repainted to match Kosmos) SelectRoot Spacejunk Bay (I guess it's now Wolf Aerospace) Alternate Resource Panel Fusebox -
A GUI DropDownList
NathanKell replied to TriggerAu's topic in KSP1 C# Plugin Development Help and Support
Most excellent! -
Rjhere: I am...omnipresent. And thanks! Glad you're enjoying it. An issue with making a modpack for this is that a lot of those mods on your list are barred from third-party distribution. However, here is a good way to get around that--making a tool that does the downloading from the approved distribution sites.
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Stock Part Balance Mod - v0.3.0 Alpha
NathanKell replied to Superfluous J's topic in KSP1 Mod Development
I certainly *won't* be using this, for obvious reasons, but I do want to congratulate you for taking this on and wish you luck. Note that the 48-7S was supposed to get a nerf and they gave it a buff instead in .23; IIRC they said it'd be actually nerfed in .24. -
[0.23] DC Aerospace v1.0.5 (RERELEASED- MOVED TO NEW THREAD)
NathanKell replied to EsvDefcon's topic in KSP1 Mod Releases
Neat looking stuff! Just as a general point, what makes rocket propellant production different from, say, car fuel production, is that you're not bringing a planet with you. The mass has to come from somewhere. You can make a given piece of matter provide *tons and tons* of thrust per pound (like, say, using electricity to accelerate xenon to insane velocities), but that xenon gotta come from somewhere. And unless you want to start producing matter itself from energy...gotta carry that matter with you. If I've misunderstood and these fuel generators only work on planets, then sure, that makes sense, and yay for ISRU. But if you're talking about generating fuel on a space ship, from nothingness, then the law of conservation of mass can haz speaks with you. That said, please don't take this as discouragement; I'm not trying to put down the cool work you two are doing, just adding a dash of SCIENCE! to it. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
rbray89, a bump if I might: a near-term suggestion. Could you add an option for citylights to, rather than fade out when light, be replaced by a different detail texture? That would at least give us a city texture during the day, even if no 3D buildings. It would be especially useful for RSS, where it's *super* freaky to fly over a recognizable NYC and see no city there. -
Enneract Space Industries ~ MM Compatibility Patches and Tweaks
NathanKell replied to enneract's topic in KSP1 Mod Releases
Cool stuff! A suggestion for your B9 fix: instead of changing the engines to use the new MultiModeEngine module (which I helped Hodo through at the time), use the updated ExsurgentEngineering plugin careo's posted here, and the updated Firespitter plugin, replacing the .22 versions in the current B9 download. -
Yeah, either that, or you changed some stuff in the cfg file and the mod is failing partway through applying changes.
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AngelLestat: Make sure you don't have a SFJBRealEngines folder in GameData. And make sure you don't have a RftS folder in GameData. And make sure you don't have a file RftSEngines.cfg in the RealismOverhaul folder in GameData (or anywhere else). If that's all clean, *and* you placed StockEngines.cfg somewhere in GameData, then please do upload your output_log.txt somewhere and we'll take a look.
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Aazard: use the realism patch for FASA in the second post of the RO thread. And yeah, High Space was picked to be supersynchronous for Kerbin since IRL it's not hard to get above 2,000km altitude even with a wimpy sounding rocket; indeed, the first US satellite was planned for an MEO orbit; it ended up being the second US satellite, because of booster issues (the source of the "stayputnik" pun). It's <500m/s to have a 2000x200km orbit vs a 200x200, and IIRC way less than that for a sounding rocket to shoot to 2000km rather than 200km.
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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
darcgekco: the clicking issue occurs only on first load of the space center; once you get in VAB/SPH/Tracking and go back out it should be normal. I'm testing a build of Stretchy that lets you set part volume utilization; that should help. It's also an issue for liquid stages, where shorter, fatter stages should have lower volume utilization. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Spanier: I'm basically committed to making a procedural engines mod, it's just a longer-term goal. As for engine configs, in that case try RftSEngines, it's probably more what you want. darcgekco: cool! Yeah, the SSRB's volume utilization is a bit high. For now find the volMultiplier for the two SRBs in RealFuels/Stretchy.cfg and decrease it in each case. Also, do note that the length given for a stretchy SRB is length of the casing *only*, not including the nozzle. That'll add a good 2m or so for a shuttle SRB-sized booster., and then another 2-3m for the nose cone. Thanks so much! -
Rjhere: lookin' good. Headhunter09: you might want to try the other engine configs then. RealEngines makes each engine it touches into a real engine (like RL-10A-4, or J-2X, or RD-107) with its exact performance, stats, configuration(s), and limits. RftSEngines makes each engine realistic, though no particular real engine; its engines have somewhat more options. Stockalikes will keep existing thrust (and mass when possilbe) and only mess with Isp, type, etc. It also leaves most engines throttleable, and offer multiiple configurations for most engines.
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Fun! List the mods you currently play with 2014 edition
NathanKell replied to jpinard's topic in KSP1 Mods Discussions
Captain Sierra: You can leave the Isps as is and just use the thrust corrector. -
Fun! List the mods you currently play with 2014 edition
NathanKell replied to jpinard's topic in KSP1 Mods Discussions
Captain Sierra: Kerbal Isp Difficulty Scalar. -
russnash37: yes. dude57911: what version of DRE are you running? Where did you download it?
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