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KSP2 Release Notes
Everything posted by NathanKell
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You'll need to calculate it from the orbital altitude of Kerbin and the masses of the sun and Kerbin (which you may need to calculate from radius and surface gravity).
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@spacetackle You're very welcome! As to your issue...I'm afraid I don't quite follow what you're saying. Can you try to describe the issue in more detail? Some pictures?
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Some of us consider it a realism mod.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Ah, I was unclear. Try just the required mods. Don't add others. If CKAN will let you get away with not installing it, don't. There are literally dozens of mods that RO vaguely supports (hence being on the 'suggested' list) that RP-0 very much does not support. -
Any simple mod's for making the solar system bigger?
NathanKell replied to G3n3r4l's topic in KSP1 Mods Discussions
Yep, hence my question. Heck, not even RSS requires installing a bunch of mods; you can play with regular parts and rockets and aero and whatever. You won't get high payload fractions, but you can do it. Or use SMURFF/ROMini. -
Unity version for KSP 1.1
NathanKell replied to wasml's topic in KSP1 C# Plugin Development Help and Support
Since KSP 1.1 hasn't been released, there isn't an answer yet. :] -
They come from adding them at the same time you do the rescale. I.e. in RO when we patch a part we change its visual scale and then (instead of manually changing the drag cube in that patch, as we used to) we drop a rescale-cube marker for that rescale script to handle later. There are three separate dimensions because RO often needs to do non-uniform scaling. FAR doesn't care about cubes for aero, but FAR doesn't replace any thermo code (or buoyancy) so cubes definitely still matter. @komodo
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Ah, I missed that. Sounds like maybe Interstellar is indeed conflicting. Please try RP-0 with just the required mods. For example, AFAIK CKAN won't even *let* you install IFS as well as RealFuels, so something sounds very messed up. -
[WIP] Dangerously Shaded Stock Refresh
NathanKell replied to DangerouslyDave's topic in KSP1 Mod Development
...until Porkjet finishes remaking them, of course.- 90 replies
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Try removing RP-0 and re-adding it then. Weird. If that fails too, check inside the RP-0 folder for a file called Tree.cfg -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Bad install. Try using CKAN. -
Any simple mod's for making the solar system bigger?
NathanKell replied to G3n3r4l's topic in KSP1 Mods Discussions
To what size? -
How did you get in my basement!?
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@Oromis thanks! Craft file would be best, the absolute minimum use of mod parts (and mods installed) to replicate. Ideally nothing more than the bare minimum of what RP-0 requires to run. Fair warning: I'm in crunch mode on the tutorials and I might not be able to fix it ASAP. On the KCT stuff, tagging @magico13 daguilera: The problem is the A-4 guidance unit. Use a different guidance unit.
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[WIP] Dangerously Shaded Stock Refresh
NathanKell replied to DangerouslyDave's topic in KSP1 Mod Development
Please at least save a copy of the 80xx form of the engine! (And keep the mounting ring as a second mu added via MODEL, so we can get rid of it ) Really, though, if you want that form-factor, RD-0105/9 would serve better (or S1.5400). The Bell engine was very, very tall for its width. Oh also: yes, totally possible to either darken the texture based on a module-passed shader var (the heat shield approach) or blend between two different textures (asmi's approach for BobCat's Soyuz RM, it blended between the regular diffuse texture and a scorched one).- 90 replies
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Aerobrake on interplanetary travel in 1.0
NathanKell replied to Dixi's topic in KSP1 Gameplay Questions and Tutorials
Yep, 5500m/s is survivable, but only with a low enough ballistic coefficient. (I verified 1.05 by coming in at around 6km/sec, but that used all the ablator and had a narrow corridor---and that was with a low BC.) -
Texture quality won't matter. Terrain quality does. If you're lucky, the site will work equally well whether terrain detail is set to high or set to medium/default/whatever.
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At this point I'd be too scared that other files might be corrupted, to risk not doing a reinstall. YMMV though. @CitizenVeen
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Yep, it's a known issue, they need fixing. @CitizenVeen was awesome and fixed Kodiak. We're still waiting on others willing to contribute.
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@fallout2077 Yes. As said above RF should be loading old EngineIgnitor syntax if it's inside a ModuleEngineConfigs but the safest is to write your own using the current syntax.
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Yes, a nice naked A-series engine would be great! ( @DangerouslyDave is setting a high bar there, too! ) There's even more bridging stuff though--all the Navaho-related engines. They go all the way from the US copy of the A-4 engine, through the spinoff NAA75-110 (A-series) engines, through the last ethalox engine (early mark of XLR43) to the first kerolox, and right up to the Atlas booster and sustainer, and the Thor / Jupiter booster. Few pics, but much info: http://www.alternatewars.com/BBOW/Space_Engines/Rocketdyne_Engines.htm