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Everything posted by NathanKell
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
Ah, I mean the one in the cfgs in the Squad folder under Ven's Parts folder. But if things are erroring, then I dunno, sorry. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
You also need to comment out the actual bit that patches the fuel line part. -
@Choctofliatrio2.0 the OP has install instructions.
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Mod update for 1.1 - how long it will take after 1.1 came out?
NathanKell replied to omelaw's topic in KSP1 Mods Discussions
@Padishar OnGui is slooooow, everybody should switch. :] -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
Do you see a release link in the OP? I don't. So please stop asking for install help for something that isn't even released. If you can't get it working, that means it's not ready for you yet. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
@Crzyrndm the drag cube is needed for thermo, so yeah it does need to be rendered. If they're set to dragtype none but still have the cube rendered on change, then you're set up perfectly. -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
It is part of Realism Overhaul. -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
Now that various scanning devices are supported, we launch a radar mapping mission into Earth orbit to prove the technology for later use (the Moon and the near planets). Wisp 1 is the first launch of the Wisp program. It produces highly-detailed radar topography. -
@Charlie the Kerbal I think @ferram4 might be overestimating how much thrust is needed there. For a 400kg payload I wouldn't use more than 100kN or so of thrust on the upper. Then with a likely 10 tons of payload + upper, you don't need that much of a lower stage. Now, regarding piloting, in RO one generally makes a single burn to orbit, or at least a single burn to insertion (and a 5-50m/s circularization burn on the other side of the planet). The exception would be for something like Juno where you have some very fast-burning solid apogee kick motors. However, this thread really isn't the place, but there is a thread designed just for this sort of conversation. @prorokbmx you forgot to install the texture pack, or you are using the 8192 pack on a Mac. Follow the instructions in the OP.
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@smartdummies in stock as well as in RO, flight planning requires mission control at level 2. Not sure how you got stock to make nodes for you otherwise. :] With MJ, MJ can create the nodes once TS alone is upgraded (because it doesn't respect the gamevariable regarding node creation), but to do it yourself requires the mission control upgrade.
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I am! How about @tetryds of whom, shockingly, the same can be said?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
You're setting dragModel to none, right? Not default or cube? The wing module handles drag itself, you shouldn't also have cubedrag. -
@DMagic I was just here. Yes, the transforms under "model" are the individual MODEL nodes, scaled by their individual `scale` factors. The localscale of "model" itself *should* be the `rescaleFactor`, but a bug prior to 1.1 prevents that for MODEL node-based cfgs (it's proper for old mesh based cfgs). Well, prevents it in certain circumstances.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
v3 * Fix an issue with too-high background radiation temperature. This prevents blowups for low-temperature parts, but it may understate radiative heating during lunar-plus reentries. Pending 1.1 for a workaround KSP-side. -
@mark7 If a part maker does not have the engine set to the correct category (there's now an Engines category, Propulsion is obsolete), it will show up in the wrong place. Ask the part maker to update their mod to 0.90+ categories. As to configs: did you install an engine config pack?
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[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
While other missions are in flight or building, and technology is being researched, we decide to increase our knowledge of the Moon's surface. Some years back we flew Lunex missions (orbital and a soft-lander) and now we fly the Lunex B-series of landers, based on old designs from that time. We only need a Garnet-Cherry-Birch (fully upgraded to modern engines)--that's just barely enough to throw 3 tonnes TLI. Here are some pictures from the 4 missions flown. -
@Rushligh hah.That's...so far from right it's like 180 degrees from right. Look into what Unity version consoles require and what Unity versions are (notionally) stable in 64bit. >.>
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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
@Choctofliatrio2.0 it's great that you're starting on the modding journey, but do please keep it to the thread you created about that. @Glaran K'erman Yep, that's more or less how the Mercury shield was proved before flight. -
@MatveyREG did you forget to install the texture pack?
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@MatveyREG then I need your output log and a zip of your KSP/Logs folder.
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RP_0 and Other Mod Questions
NathanKell replied to Choctofliatrio2.0's topic in KSP1 Mods Discussions
@AlextheBodacious sorry, but neither of those is quite correct. :] ModuleManager is a "helper" mod. It's a mod that helps other mods do things, it doesn't do anything itself. What sort of things? It lets mods change the config files (*.cfg) that KSP loads. Those config files define everything from part stats to physics behavior to contracts. It even lets you clone or remove parts (i.e. clone or remove the nodes that define parts). It's remarkably powerful. The RO/RP-0 suite requires slightly more processing power, but not a great deal more. I've run it on a five-year-old laptop, as has ferram. The issue isn't so much that, as that's a big jump to make. @Choctofliatrio2.0 to start out, if you want to try realism mods, I suggest just installing FAR alone. Kerbal Alarm Clock is also a great mod to get started with, it's incredibly useful. DMP, BD Armory, and USI mods are going to tax your CPU about as much as RO, I think.