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About NathanKell

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    Keepin' it Real

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  1. IIRC, CB's GetTemp just gets the base temperature from the temperature curve (i.e. evaluate that float curve by altitude). You want CB.GetAtmoThermalStats(). It gives the offset to the (base) temperature at altitude, given a bunch of inputs. It calculates that offset by getting the dot product between the polar axis and the sunward vector, the latitude (acos of dot(upaxis, body polar axis) ), the sun's minimum and maximum height above the horizon given the body's position in its solar year (this is obvs less meaningful for stock with its lack of axial tilt ). From that it figures out how much
  2. @R-T-B Yep the EC generation is all in post. The rest of the calculation is setting the angle and determining LOS (Solar Panel also overrides the LOS step to do some raycasts, but it only establishes what the blocking part is, it doesn't generate EC). Happy to help!
  3. @R-T-B can you subclass from solar panel and then override PostCalculateTracking. Set a flag before you call CalculateTracking, and in PostCalculateTracking() only call base() if the flag isn't set, then after your call, set the flag back to false. Hacky, but should prevent EC generation when you call CalculateTracking but still do so when the module does its own thing. (to be clear, EC generation is done in PostCalculateTracking)
  4. @OhioBob great to see you again as well! I've been pretty much detached from all things Kerbal for the last year and a half, and mostly-detached for a couple years before that. Things are well though! Hope same for you? So...I went digging a bit and saw this in physics.cfg: solarLuminosityAtHome = 1360 // Solar flux in W/m^2 at the orbital altitude of the homeworld First, I screwed that up, it should be irradiance. But anyway, that reminded me that solar panels actually hijack the flight integrator's thermo code (which has to calculate solar flux at the vessel's current orbital alt
  5. @Arrowstar @OhioBob That...sounds about like what I wrote there, yes. I have no idea if it's been changed since. It's taking the dot product of the panel's up vector and the ship->Kerbol vector, dividing by (alt/ref_SMA)^2, and that's the output. If the raycast from the panel's suncatcher transform hits any collider on its way to the sun, the panel is counted as "in shadow" and provides no charge. However there's also two other aspects involved, it's coming back to me now. First, the panel's temperature. There's a floatcurve in the PART config that determines a multiplier at a
  6. Yeah, I did some work to make the previously internal-only Kerbal Part (code-side) work like other PARTs. That is it would pull its PartModules from cfg and support adding/removing PartModules and changing PartModule values in cfg. But there was a whole lot bound up in the prefab, linking the asset and the Part, such that only the gameplay side is really easily moddable. Me and @Porkjet had a dream at one point to put real humans in, but we never got to it before we moved on. Man, takes me back.
  7. @FreeThinker density. @Arrowstar flux is (calculated external temp - skin temp) x coefficient x the global convection constant and yields watts per square meter. That is then multiplied by exposed skin area and applied to the skin thermal mass. All constants are in Physics.cfg
  8. @FreeThinker Nope, barking up the wrong tree. Heating is proportional to sqrt(rho) * v^3, not rho * v^2 (the latter being dynamic pressure). What's actually related to dynamic pressure is those cool swirly visual FX you see. @Arrowstar sure thing. So, in the simple case (let's assume nothing is occluded), then the hypersonic convective coefficient is: 1E-07 * MachConvectionFactor * (density ^ MachConvectionDensityExponent) * (velocity ^ MachConvectionVelocityExponent) EDIT: Oh, right, and the sqrt is ignored if density >= 1, so it's really (if density > 1, density,
  9. Hey there Nathan of Kell.

    how have your been doing??


    Hope to hear from ya.


  10. Bonjour, pourquoi RSS pour 1.3.1  disparu?


  11. You have perfect timing, @Bornholio! By reversed, you mean how the mission and expiration stupids are reversed? That's correct because the expiration should decrease the stupider the kerbal, and the mission training time should increase the stupider the kerbal. Both feed into lerps of (min, max, stupid) which linearly interpolate between the given min and max values based on the input stupid value (where 0 results in min and 1 results in max). Unless I misunderstand what you mean.
  12. @NathanKell will there be more progress on the ETS mod?

  13. RSS 1.3 update

    I made a full RSS 1.3 with everything to work for 1.3

    Can i post it ?

  14. @linuxgurugamer hmm. @rsparkyc did the updates to 1.2. Not sure his plans for 1.3.
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