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Everything posted by NathanKell
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
Hey, I do it too. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
@pingopete looking forward to it. Remember, every time you make a change, commit it to git. Then you can always go back later, and people stop pestering you too. -
So does the real space shuttle. Gravity turns start about 100-500m up. Not km, m.
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Is there a delta V chart for real solar system mod ?
NathanKell replied to berkekrkn's topic in KSP1 Discussion
Note: Transfer Window Planner assumes equatorial orbits. That's...not a good assumption in RSS. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
It's also important to use a different folder because right now NEEDS[B9_Aerospace] will flip true if only this mod is installed, making it hard to write MM patches to run if B9 is present. -
@Alshain is correct that mach-based shredding should take density into account. It will in 1.1.
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RealSolarSystem Visual Tweaks and Science Definitions
NathanKell replied to Whirligig Girl's topic in KSP1 Mod Releases
@GregroxMun I'm just me. See what other people have to say. -
@k.thrace.462753 hi, welcome! And thanks so much! Texture size should not induce any change in GC behavior, so (sadly) my guess is that your graphics card is not so good at OpenGL and dealing with those high-res textures is causing slowdown. I am happy to change Pluto's textures, however I absolutely don't have time to do so myself; so I beg of the community that someone post good textures for it. It needs diffuse (color), normal, and height maps. (And, of course, I will repeat my plea for community help fixing launch site locations.) Unity doesn't support beyond 8192x8192, and nobody's written any kind of plugin that would support "virtual textures" the way Orbiter and Celestia do them, either on the scaled bodies or in PQS. That's why the maximum res you can get is a single 8192x4096 texture, although @Thomas P. *did* write support for >8192 PQS color maps and height maps in Kopernicus (but that would be 384MB for the surface color map and 96MB for the height map).
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RealSolarSystem Visual Tweaks and Science Definitions
NathanKell replied to Whirligig Girl's topic in KSP1 Mod Releases
Personally, I find the sandy beach coloring a bit jarring, since only in a minority of shore will you hit that kind of sand (or sand at all). The underwater bit makes sense, although as you can see from the EarthSurface texture I did give the shore and low depth areas, and then high depth areas, reasonable underwater coloration (I hope). -
@magico13 good stuff! Assuming the reward nodes have names, it seems like supporting an expireOn value in the main node with either ANY, ALL, or (comma-delimited) list of REWARDs would be the most flexible, yes.However, that raises an excellent point. I don't immediately recall if this was covered above, but it would be good if REWARDs can "provide" (in the way CKAN means provides) certain things. So a course could have the active rewards expire but leave one that 'provides' a basic proficiency that other courses can detect and require. Though that really brings us back to @nightingale 's original argument for all courses being meta-courses, with the granularity at the effect level (i.e. courses would just be a set of effects, would have prerquisite effects, effects would do the expiring, etc). I think the way you're going with rewards is 90% of the way there and you might as well just go whole-hog.
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Np. I know Sarbian just patched Mechjeb to be aware of this; my guess is KER isn't patched (it's not even officially out for 1.0.5, right?)
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Yes, please post your log.
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@Gribbleshnibit8 what you posted should work. It works in RO. How exactly does it not work for you?
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RSS RP-0 RO Russia to Moon Launch questions
NathanKell replied to gsamelon's topic in KSP1 Discussion
No, you just need to launch during a time your AN or DN matches the Moon's AN or DN. -
RSS RP-0 RO Russia to Moon Launch questions
NathanKell replied to gsamelon's topic in KSP1 Discussion
You will need to launch during a launch window. See this thread for a planner, or at the end of the OP a spreadsheet to do just this case. http://forum.kerbalspaceprogram.com/index.php?/topic/99228-win-flyby-finder-for-real-solar-system-mod-v082-rss1041-for-ksp105/ -
Nothing. As I said, stock supports enabling surface-attach crossfeed. You need to change the value in Physics.cfg.
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
NathanKell replied to sarbian's topic in KSP1 Mod Releases
@sarbian the issue is that how you get density from FAR changed, IIRC. -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
NathanKell replied to jrodriguez's topic in KSP1 Tools and Applications
It was a glitch in packaging RealFuels. That has been rectified. AJE 2.6.1, SolverEngines 1.15, and RF 10.8.3 work together.