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Everything posted by NathanKell
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Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
OK, OP _actually_ finally updated. Starwaster, thanks for that! Also, good point about the radiators. Should we just model heat dissipation ourselves? Dragon01, I didn't miss your post about Hybrid Solids. But I can't take that on right now. If you want to come up with some alternate configs for SRBs, go right ahead--They have modular engines now, so... Also NOTE: If you want to use the new StretchyTanks I'm about to release (and I think you will--much better texture support) then you need v3.1 of this. -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
No problem. For now, I'm releasing 3.1, finally--it's about time, even if there's still more bugs to fix. amsi, I couldn't replicate either of your issues (unfillable symmetric parts or non-persistent tech-levels) in my current code; doesn't mean they're not there, because my playtesting was limited from all the RSS work. v3.1 = \/ *Changed zip's path structure. *Redid StretchyTanks support again. Get StretchySRB v5. *Added new engines and tanks thanks to Chestburster's hard work -Added missing tanks from FASA -Added support for SDHI Service Module (take some Oxidizer and Liquid Fuel with you for the built-in FuelCell) -Added support for "new" Spherical Tanks -Added dtobi's Space Shuttle Engines *Internal tweaks *Added localCorrectThrust, in the ModuleEngineConfigs module. Set to false if MFS should not alter thrust due to Isp change (like for jets). *Added useConfigAsTitle. Will change part title to config name when setting configuration, if true. *Added new resources: UDMH (same as monopropellant but set to STACK_PRIORITY_SEARCH not ALL_VESSEL), Hydrazine, Aerozine, and Methane. EDIT: Edited changelog (oops, missed a couple lines). OP updated. -
Scaling up mission rewards you mean. Although...some people already use pretty high mission rewards. And you probably should scale down fuel costs to their realworld values. jpinard: don't see why it wouldn't; I mean, I've used it and RT together since KSP .20 You need to add costing for the RT2lite modules though.
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Fixed. Updated. Changelog v5.1 \/ *Fixed bug where scaledspace meshes were being faded too early (now missing planets appear) *Fixed Duna's atmosphere end height in the info box. https://www.dropbox.com/s/t0o1nk8ov4bikcj/RealSolarSystem_v5_1.zip EDIT: Now that v5 has Kerbin's terrain updated, I AGAIN NEED MOAR SCREENSHOTS. Please post.
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That's what I meant when I said I hadn't touched the glow yet. Also, think I found the bug. Expect a hotfix shortly.
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Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Huh. I'll check it out. Guess v3.1 is delayed again. :\ Starwaster: I don't have IonCross handy; did it replicate for you? -
I can't get the Duna PQS to be activated. I assume it's the same problem with Laythe and the others. Working on it. It worked the last time I checked; clearly I unintentionally broke something in the last couple days. Apologies. Scaledspace is fine though, so as long as you're, what, in a 200km+ orbit, all the bodies should be fine. Starwaster: I haven't posted my configs for rbray's cloud mod yet, but rest assured the clouds are colored correctly and as thick as they should be. Haven't touch the atmo glow yet though.
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Testing Duna. asmi: Oh crap I didn't post the link for that! Sorry. I actually did make one, you know, it was used in the video. I just haven't gotten texture _replacing_ working yet so yargnit used Universe Replacer. Here it is: replace your existing Universe Replacer Kerbin1.png: https://www.dropbox.com/s/py1ojbk4g8o9p0k/Kerbin1.zip [unzip too, obvs.] WARNING: 8192. Scale down as desired. We also exported one for the moon, but I didn't think it needed it as badly. YMMV. I still have to convert the heightmaps KSP exports for bodies into normal maps.
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I don't care about Neptune or Uranus that much, but I do want something to be Saturn (and something else Titan) so people can do Cassini-Huygens missions. Reddragon, that's strange; last we tested Duna was ok. Also, since radius is a physical characteristic I did rescale it for all bodies. When I said no new graphics, I meant I hadn't changed color or terrain (other than for Earth/Moon); I certainly did change radius.
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v5 is uploaded. I have not had a chance to visit all the rescaled bodies, so I don't know what people will encounter. I will release MFS v3.1 and ST_SRB v5 later, along with configs for rbray's mod for use with this. https://www.dropbox.com/s/akw0f4r0ir8utnd/RealSolarSystem_v5.zip Final Changelog: *Every KSP body is now a proxy for a body in the real solar system. However, only the terrains of Kerbin and Mun are edited; the others are merely rescaled. *Added configurable timewarp. By default 5 and 50 are removed and instead 1 million x and 6m x are added on at the end. *Edited terrain generator for Kerbin and Mun. *More support for parameters in the config file. *Using Majiir's KSPAddonFixed. *Moved KSC to be nearer the shore.
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Thanks! A notice: I have redone terrain for Earthbin and the Moon. Check the squadcast this afternoon/evening/whatevs for details, and I'll be posting v5 then after a couple final tests. Changelog v5 -- \/ *Every KSP body is now a proxy for a body in the real solar system. However, only the terrains of Kerbin and Mun are edited; the others are merely rescaled. *Added configurable timewarp. By default 5 and 50 are removed and instead 1 million x and 6m x are added on at the end. *Edited terrain generator for Kerbin and Mun. *More support for parameters in the config file. Planets included (no new graphics for now, excepting Kerbin and Mun) Mercury is represented by Moho Venus is represented by Eve Earth is represented by Kerbin Moon is represented by Mun Mars is represented by Duna Phobos is represented by Bop Deimos is represented by Gilly Jupiter is represented by Jool Io is represented by Pol Europa is represented by Eeloo Ganymede is represented by Tylo Callisto is represented by Ike Saturn is represented by Dres Titan is represented by Laythe Uranus is represented by Minmus Pluto is represented by Vall
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Check the thread in my signature, it's the continuation of that version. Tech tree support.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Weird. TGA must also have bugs. I guess mbm is the way to go -
So, I don't know what method you're using (do rather do need the source and the license, as Majiir says), but I suggest, rather than just disabling warp below 650m, that you query all parts on you vessel and see if any parachutes are in state semideployed, and disable warp below the maximum deploymentaltitude of all those parachutes. Then (a) it doesn't trip when there's no parachutes and ( no config needed.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
NathanKell replied to ialdabaoth's topic in KSP1 Mod Releases
Note how in the first case you don't use @? That means add In the second case, you have @, which means change (and fails if the key/node isn't there). If KAS containers don't have those keys, you need to not use @ -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
NathanKell replied to AncientGammoner's topic in KSP1 Mod Releases
Is there anything at all in the output-log regarding StretchyTanks? -
Some more dev shots (sorry about the dimness, they were much brighter ingame): This is the terrain in the area around KSP. We haz a coastline now with little inlets!
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Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Oh, absolutely. The original techlevels just evaluates at 0 and 1 atmosphere, multiplies, and creates a new curve. The new one actually saves the curve to a node, lerps the multipliers into the isps for all k/v pairs, and reloads the curve; that leaves tangents untouched. Might get slightly undesired results since I really don't want to try recomputing tangents--but if the multipliers are relatively constant, it shouldn't be a big deal IIRC. -
Planets (PQS, planet quadtree sphere) can have various mods applied to control vertex height when building vertices. I tweaked some of the values for some of the mods. It's in the github repo if you want to look through (both code and CFG). ZRM has been a big help here; we've been chatting about this stuff, and he sent me his dumps of the stock settings for the various PQSMods on the bodies.
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Yeah, I will officially require all spaces removed, otherwise MFS won't work. :] In other news, terrain fixing proceeds apace: (Thanks again, ZRM, for the variable dumps--let me build off the existing values without writing my own dumper. Very helpful!)
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Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Apologies, I don't yet support non-twin-key atmo curves in the TechLevel system.* In the next major release, I plan to do so, and to support per-engine techlevel data. But RSS is taking up all my time; I'm just going to push 3.1 with some fixes and improved ST support shortly. *So you need to delete IspSL and IspV, and it will use the atmo curve you specify in the CONFIG. Also don't specify any techlevel stuff in the main MEC module. No techlevels, but you can have multiple configurations. I don't offhand recall whether it's accurate that thrust scales; I'll add a variable to disable it per engine. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
rbray89, re atmo halo: I think you can just tweak the child transform of the body's scaledspace transform. IIRC those are used for atmo. EDIT: KSP doesn't care about extension. As long as the name prior to the extension matches (and there aren't two valid textures, of any extension, of the same name prior to the extension, in the same folder) then you're fine. -
That looks like a [Thor-]Delta A on steroids! I'm about to release the latest versions of MFS and ST-patched; that should get interoperability into the "pretty darn good" range, from where it was on my prior releases. I can add the F-1 too. I'll give it realified stats. (MFS assumes thrust plates are part of engine mass, so your engine will mass somewhere between 20-40% more than its specs say it should, but the tank will mass less.)
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
You can grab cloud maps from NASA, btw. Also, I failed last time uploading my detail texture; apologies. Here is my set of cloud textures again: https://www.dropbox.com/s/9bdojyqv4vni44h/CloudTextures.zip Includes detail1.png, the source PSD (layers, so you can control blending and lightness yourself), and two Kerbin cloud textures from NASA's Blue Marble site. (They're still PNGs too; I had forgotten about the mipmap issue until recently I saw some flicker/swimming). Also, I think I have some reasonable configs for Real Solar System. I just have to fix the clouds on Jool again. But I got Eve-as-Venus and Laythe-as-Titan colored reasonably. BTW, for "not an artist" you're doing some pretty awesome stuff!