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Everything posted by NathanKell
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Now-defunct-thread-that-should-not-appear-in-google-search.
NathanKell replied to Cilph's topic in KSP1 Mod Releases
Cilph: AndreyATGB was slightly unclear. Realism Overhaul treats EC per second as kilowatts, and thus EC itself becomes kilojoules. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Logs always exist. There are two, one right next to the KSP executable in your KSP folder and called ksp.log, and one (if running in Windows) in the KSP_Data folder inside your KSP folder and called output_log.txt. Normally one needs the latter, but in this case the former will suffice. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Sounds like you might not have deleted SFJBRealEngines folder in GameData? If that's not it.. Post your ksp.log. -
Certamen in Caelo [Picture Heavy] | III: 烠(Heat)
NathanKell replied to Captain_Party's topic in KSP1 Mission Reports
Definitely following this--good stuff! Was sorry to see BSA wither away, great to see you back in action. Um, can haz daylight launch please? I'd love to see your creations and sadly I can't really make them out at night... -
Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
Captain Party: thanks, and thanks for that catch! Should be clear it was to be Anglo-German from the context, and I read the paragraph at least five times before posting and each time would have sworn I *read* "Anglo-German." Will fix on my offline copy and edit appropriately... borisperrons, FanaticalFighter: thanks so much! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
ANWRocketMan: NFPP solar panels are supported, I think. Someone contributed a patch. Nertea was going to work with me on making the ions realistic (I know chemical propulsion; I don't know electric very well) but got busy. Uqabos: Change all LiquidFuel to Kerosene, and multiply all propellant resource amounts by 5. Andrezado: Weird, because I'm using RftSEngines with FASA right now, and no conflicts. Are you sure you *only* have RftSEngines (you don't have any other engine configs), and you have the latest FASA.cfg (not the ancient Real Gemini folder) from Post 2 of this thread (it's next to the link to FASA the mod)? What problems do you get, exactly? -
Nose fairing halves we can make ourselves with cloned models. 3:2 fairings we can't; all we have are 2:1 ratio adapters. 3:2 would be very helpful, yes
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
HoneyFox, have you thought about modeling propellant residuals? Normally the turbopump or pressurization system can't get every bit of fuel into the engine, leaving something like 0.5-2% of the fuel unobtainable when the engine cuts out for lack of fuel flow. Now, if ignitionThreshold would accept >1.0 values (or rather, if the code that uses it would), we'd be all set, but as it stands we have to do it via mod. The annoying thing, of course, is that any dV calculator won't be aware of it, so maybe it makes more sense just to increase the dry mass and decrease the useable fuel fraction of tanks? gleedadswell: which set of engine configs are you using with RealFuels? -
[0.23.5] TweakableGimbal (V0.2.1 release: Jan 18, 2014)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
Agathorn: pretty sure that's because you're using an engine that wasn't updated for .23. You need to create a cfg somewhere in GameData and put this in it. It will fix the issue for all unupdated engines. //Starwaster @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } } -
Sadly I don't have support for ModuleEnginesFX yet. It doesn't look that bad to do, though, so expect it in the next update.
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During flight press ALT + D + R. That opens the debug/settings window. Change settings as desired, save, close the window.
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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
RftSEngines should not conflict with any engine that the FASA patch modifies. It does change a couple FASA engines I haven't patched yet. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Someone has posted such on the ECLSS thread, I believe. -
Until someone rewrites the heating system, we're stuck with the broken way that parts transfer heat (which is: if, for two connected parts, their centers of mass are too far apart, they don't transfer heat, period).
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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
Which rescaled masses? -
Thanks! That appeared in .23. No idea why.
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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
Sorry, I'm confused. First of all, there aren't any txt files. Second of all, it's perfectly possible to play with both RftSEngines *and* the FASA pack and FASA patch from the second post. I sure do. -
plausse: I actually went and added a question/answer to the FAQ in your honor. Scripto23: It's by HoneyFox's Engine Ignitor mod. RF supports integration with it. Chebalu: thanks!