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KSP2 Release Notes
Everything posted by NathanKell
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Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
@ThaZeus that makes sense, yep. @Matuchkin yep, but no matter what happens, KSP makes a log. See the sticky in the Support (Modded) forum on how to find the log, if you have trouble finding it. Regarding installing other things, I said suggested, not recommended. CKAN will auto-select the recommended mods. I am saying don't select any of the extra suggested mods (like FASA or AIES or...). If you are on linux, then get the 8192s. If you are on Windows, then the 4096s will work if you (a) launch in -force-opengl mode or -force-direct3d11 mode, and (b) don't install extra packs (per above, no suggesteds). If you are on Mac...you may have to use the 2048s, dunno. -
Are you by chance using the hacked 64bit version? Because there's no support for that, because it's buggy for most people.
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Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Remember to not install any suggested mods. Just what's required. And choose the 2048 RSS textures, just in case. -
Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Both of you, please post your logs on the RP-0 thread and I'll try to get you sorted. -
Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
@Matuchkin great! Have you played RP-0? (I know you've played RO, by your reply on the other thread. ) -
2 RO/RP-0 Questions (Calendar issues/part pruning)
NathanKell replied to pearldrumbum's topic in KSP1 Mods Discussions
Orbital readouts from KER will be correct, but delta V if you depend on surface-attachment (i.e. srf-attach a proc part to another proc part, and both contain propellants your engine uses) will not be correct. Regarding 2, that's very simple then! Replace your existing RP-0/NonRP0.cfg file with this one: https://github.com/KSP-RO/RP-0/raw/master/GameData/RP-0/NonRP0.cfg Then create a folder in KSP/GameData call the folder NoNonRP0 start the game, and magically the parts are hidden! If you ever want to see them again, delete the folder! You may also need to delete your ModuleManager.ConfigCache after deleting the folder. This will be in the next RP-0, btw. -
Thanks, I'll take a look. @hargn check the thread in the addon discussion forum on Go For Launch, it's just a bunch of us playing RP-0 collaboratively. And yes, I will update the mods when I have time; I didn't even post the note last night, it was like 4am! RO v10.9.0: Created a 'Global Config' system for common engine stats on the backend (HUGE thanks SirKeplan, PhineasFreak, A1Ch1, et al) Actually moved many/most of our engines to use the Global Configs (again thanks to all!) More SSTU (up to 0.3.28-pre5) Improvements & Overhauls (thanks SirKeplan, shadowmage45, stratochief, et al) Many RSB craft, part, and plume adds & fixes (thanks PhineasFreak) Many raidernick fixes to things (luna9, vostok, va, trs, skylab, antares, cygnus) (thanks raidernick) raidernick adds (Juno ii, Mariner 1/2) (thanks raidernick) more raidernick adds (AJ10-37) (thanks raidernick) CSS temp fixes (thanks raidernick) FASA Agena-B addition (thanks raidernick) Removal of DECQ Buran cfgs (out of date, incompatible) (thanks raidernick) craft adds/fixes (thanks raidernick) VSR VA ablator upgrade to transluner (thanks NathanKell) Improvements & fixes to ROMini (thanks NathanKell) SXT lifesupport & station adds/upgrades (thanks Zarbizaure, NathanKell) Starting to add some TestFlight engine configs into RO (thanks NathanKell, mellon85) Some typo fixes (thanks Starwaster) Improved/added ScanSat support (thanks NathanKell) General naming, price, and tech fixes (thanks NathanKell) RCS FX appearance fix (thanks NathanKell) NK9 fix & plumes (thank NathanKell) APAS, Apollo docking port, VSR VA adds & fixes (thank NathanKell) ISS destiny part uncomment (thanks cameronleger) Castor 4A tweak (thanks ctiberious) Skylab lab add (thanks ctiberious) Gimbal fix for Castor 30XL (thanks A1Ch1) Minuteman fix (thanks A1Ch1) typo fixes and good catches (thanks A1Ch1) Add M55 config (thanks A1Ch1) OLDD Saturn fixes/rewrite/add (thanks PhineasFreak) Constellation parts from BahamutoD, various RealPlumes (thanks PhineasFreak) RL10 polish, improvements, citations (thanks SirKeplan) Fix Adjustable Landing Gear (thanks winged7) SXT hab/station improvements (thanks Zarbizaure, NathanKell) TKS, Antares/Cygnus, Skylab fixes and Thor-Able/Delta/Burner/Epsilon support (thanks Raidernick) Add Agena B parts as FASA clones (thanks Raidernick) Add support for generic TestFlight engine config generation (thanks NathanKell) Add more TestFlight reliability configs (thanks mellons85, NathanKell) Add NK-9 / NK-9V as clones of BobCat Soviet Engines NK-33/43.
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Sure!
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2 RO/RP-0 Questions (Calendar issues/part pruning)
NathanKell replied to pearldrumbum's topic in KSP1 Mods Discussions
@pearldrumbum welcome to RO/RP-0! 1. The setting for day length is in KSP's Main Menu -> Settings. 2, That's not easy to automate, because many parts share textures, and SXT parts rely on the textures of various stock parts. So pruning an unused part might break others. It's trivial to get them to not show up ingame, but that doesn't save any RAM. Which do you need? 3. You can use whatever info and autopilot mods you like! Just be warned, some mods might not be "RO-aware" as it were. I works closely with @sarbian (by which I mean, I give him lots to do ) and MJ does tend to best support the bits RO relies on. For example, KER doesn't understand 1.0.5's new crossfeed features, which doesn't much matter in stock but does for RO (where those features are enabled. -
On leaking...check out @sarbian Beancounter tool and the link. No one has been able to demonstrate a true leak (i.e. one not fixed when full unity GC runs on scene transition). Frankly I'd *love* it if someone could nail one down, but so far it's all been more a meme than anything scientific...
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@atomontage um...did you miss the part where our #1 priority for the last year has been moving to Unity 5? (You know, the one that has fixed many Windows/OSX 64bit issues). No guarantees, but as the dev notes have stated many times, we're all doing our work in the 64bit editor and it's been stable so far.
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Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Wiki is a great idea. In fact I went ahead and set up a repo for us: https://github.com/KSP-RO/GoForLaunch -
Ok, cool, I'll take a look, hopefully I'll remember this time
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1.5.1.0 FIX: Do a pass to further clean up burn times NEW: Add new LR87-LH2 config. FIX: Correct LR91 burn time cycles. NEW: Add LR91-AJ-3; fix LR87/91 config names for next RO. FIX: Fix ignition pressure curves, remove Agena and LR89/105 configs (done in RO). NEW: Add AJ10-early comments. CHANGE: Update AJ10-early configs for new RO. CHANGE: Update Examples.txt. Added example config for failures to FARControllableSurface module
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@Svm420 Btw is RCS/Tweakscale still screwed? I was never clear whether it was something on my end or on TweakScale's.
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v10.8.4 Update propellant status info line during warp as well. Change background color of engine stack icon based on propellant stability (like parachutes). Add the tech required to unlock a config to the info tooltip for that config (for unavailable configs).
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
Nah, np. I've been slow on everything. :] -
That's an issue in Unity itself. We could go through every shader in the game and add a second transformation matrix that is calculated as the inverted transpose, and apply that to the normals...or we could release 1.1 and 1.2 and.... :]
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[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
I'm using 8192s, so...whatever the max res texture for Phobos that we have in RSS. -
I will update the tutorial, yes. But in the starting node, you only have access to WWII-vintage wings. If you want wings that survive high speed flight at low altitudes, you'll need to unlock them. The wings should be fine for Aerobee-style sounding rockets, and of course for (low-TWR) orbital rockets, but will fail on something like a Bumper-WAC. To get better wings, unlock Supersonic flight. (Next RP-0 they will be in that node; for now they are in Mature Supersonic Flight, one node away). Oh! And make sure you have RealHeat v3.
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I am kind and benevolent. Unlike HarvesteR, who would push back the KSP release a day for each time that's asked, I will only push the RO release back an hour.
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@Paul Kingtiger welcome back! Sorry to hear about the injury, glad you're on the mend. I would not assume that Kopernicus will be ready very soon after--frankly, I'd be shocked if any code mods were ready soon after 1.1. So I would say, please don't hold back, you might be holding back a looooong time. Oh, also, friend of mine tried to download US and saw the only link was to KerbalStuff. Would you mind reupping that to somewhere that exists? :]