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KSP2 Release Notes
Everything posted by NathanKell
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shoe7ess: I'm not aware of any way to do that, since MM can't know in advance what parts are in what nodes. The first docking ports are in Flight Control. federicoaa: No one has placed/priced them yet, as shoe7ess says. Wanna try? arisian: RP-0 is the closest thing to a Total Conversion that KSP has. I highly, highly recommend sticking to only the mods we require and the mods we support, otherwise you'll get all sorts of weirdness (as you found). RO 'recommends' TACLS, which means it installs by default; we most certainly do not 'recommend', or even suggest, USI. chrisl: Heating bug. Get Claw's heating fix. Laie: Great work! How do you have it working without fuel lines?
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Nertea, awesome! If anything I'd suggest extending the piston upper bits to rather above the node, so that one can place the engine on a dome, or place 2x around a dome, and not have the arms hanging in the aether. Text example: | | | \o/ | | / \ where the o is the attach node, and above it run the piston mounting arms and the fuel/ox pipes. The tough part of course is making sure even the extended bits don't go outside the nozzle diameter....
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The groundsations config is now in RO itself. It is defined for the real Earth's launch sites and tracking stations, so YMMV.
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Hi Andrey! I'm sorry, I don't quite understand what the problem is. Can you rephrase?
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Correct. Sphere of Influence is an actual, defined term, not a game setting. See https://en.wikipedia.org/wiki/Sphere_of_influence_%28astrodynamics%29 RSS's concession to gameplay is to artificially clamp SOIs from becoming too small; Phobos and Deimos would otherwise have SOI borders near their surface.
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I see it as multiple parts. Regarding engine TWR, if you look on the Isps page of Calcs.xls, it shows what I've calculated (based on a disturbing amount of analysis) should be the goal TWR of an engine at any given tech level, where 0 is Redstone, 1 is Atlas, 2 is Titan II, 3 is Saturn V, 4 is AAP, 5 is Shuttle, 6 is 90s, and 7 is present. O is PF OMS, U+ is pump-fed upper, U is upper/sustainer (J-2), L is lower, and L+ is sustainer (SSME). In my experience I found hydrolox usually had a TWR of 75% normal, rather than half; you may not be comparing apples to apples since most LH2 engines will be uppers and most kerolox lowers).
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(RO) Stacked at start-up
NathanKell replied to virtualizerocket's topic in KSP1 Technical Support (PC, modded installs)
Apologies! I missed your reply. You ran out of process memory. Try uninstalling part mods and switching to a lower-res texture pack for RSS. -
The game doesn't calculate at all, it integrates, so that won't be an issue. Worth mentioning in the KER thread so Padishar can fix it, though!
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
NathanKell replied to Beale's topic in KSP1 Mod Releases
PSA: Taerobee is now supported in RO v10.4 and RP-0 v0.38 Bumper. Thanks Beale for awesome stuff! Going foward, I do have to ask whether you might consider using the historical location for the V-2 avioincs (i.e. above the fuel tank, which is the upper of the two tanks, and below the "ballast" [which was actually ballast in sounding rocket usage] ). That would increase the part count slightly (a fourth part, the ballast), but it would allow easier swapping between its use as a single rocket, and its use with a WAC upper stage--you'd only swap out the ballast part for a shroud/decoupler, and keep the avionics, then the two tank parts, then the engine. -
You might well need to mod them. The problem is that stock capsules are only 64% of the size they should be for their masses, which means you get only 40% of the drag. That makes reentry much, much tougher than it should be.
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v10.4 for KSP 1.0.4 Add configs for Launchers Pack (thanks to more hard work from Raidernick!) Add Fregat, LK (Raidernick) Update to support new RLA pack (thanks A1Ch1!) Add support for NearFuture RCS (thanks CarlDent!) Fix Baby Sergeant (VSR clone) plume. Double the range of DSN stations.. Fix Australian DSN location (thanks joru!) Fix RF tank description, tweak tank adds. Add NK-15 and NK-15V configs to the BobCat Soviet Engines NK-33 and 43 (thanks SirKeplan!) Set RemoteTech to hide groundstations occluded by Earth (no more phantom dots). Thanks pjf! Add Surveyor Vernier engine (a small hypergolic throttleable engine). Thanks B787-300! Add a crew tube to procedural parts (thanks Codepoet!) Fix various solid fuel costs Fix Derwent alternator issues (for now by removing the alternator) Fix for RemoteTech and avionics (thanks to Peppie23/Dennis; needs latest RemoteTech release) Support SXT He 111 cockpit (thanks Autochthon!) Improve AIES and Starshine support (A1Ch1) Support Taerobee pack Improve engine plumes Add (rescaled) Mk1 pod-sized LES Fix Agena D interstage from FASA (thanks MalzM!)
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search for Realistic Progression. In other news, RP-0 v0.38 Bumper Increase stock-contract rewards. Fix contracts to not require home body is named Earth (RVE compatibility). Fix issue where nodes could be unlocked with only one parent. Fix bug with toggling avionics (thanks to kendfrey!) SirKeplan: Add NK-15 and 15V configs, place the appropriate engines earlier in the tree. Same for RD-0110 vs RD-0124. Fix missing Staged Combustion node, fix later-tree node placement (and the two-nodes-one-spot issue). Fix Mk 1-2 Pod Avionics (thanks to Rabada!) Cost batteries (thanks to BevoLJ!) Fix Proc Battery costing. Lower Able avionics allowed mass to 5 tons. Place and price He 111 cockpit (thanks to Autochthon!) SirKeplan: Fix RLA configs. Support Taerobee parts (X-1, Bumper/A-4/V-2) Photo via Wikipedia, from NASA.
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Makes sense to me! For your applications you might be able to get away with lower tank masses, because as mentioned RF tries to arrive at reasonable stage structural fractions, rather than tank masses alone, so some of the thrust structure and some of the interstage may be baked into the tank mass. With heavy stock KSP interstages/decouplers, and with control over engine TWRs (i.e. you can bake the thrust structure entirely into the engine--and note it may be up to 50% of engine mass!), you can get away with lighter tanks.
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If 2's not prohibitively time-consuming, that seems the best option to me. In general you'd want the pistons going up to an (invisible) ring no wider than the nozzle diameter, that should work. Otherwise, I'd guess 3, since in most cases the existing rings are rather too wide to be workable... Thanks for the repo (and for doing this extra work, and for the mod itself, and...)
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sadia: It doesn't imply anything for real life space programs, other than the baseline takeway that "efficient" can mean any one of a number of things, and that "lowest dV to orbit" is not the same as "lowest cost/kg to orbit." Certainly the costs in KSP bear literally no resemblance to real life, let alone the ascent path, payload fractions, etc. If you mean what it implies for our *kerbal* space programs, then, well, OhioBob just demonstrated fairly well that in 1.0.4 it's no longer the case that solid+sustainer is cheaper than 2stage liquid.
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Hitokiri: Ah, I see. No, I don't believe there is such a thing, that'd be great. Thomassino: That sounds like a bugged install. How did you install? Do you have Contract Configurator installed? Do you have the latest SXT installed? Do you have any mods beyond what RO and RP-0 require? Trollception: Great! Left a few comments, but otherwise looks stellar!
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The numbers are designed to end up with reasonable stage structural fractions; the ET it best simulated as a BalloonCryo tank with a bit of leadballast, since the regular Cryo tank is modeled more on Delta IV CCB, DCSS, and the like, rather heavier than the ET. The ET is quite close to the Ariane V EPC in terms of dry mass, and EPC is a balloon tank.
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A mod to bind all mods - the ultimate modder's challenge
NathanKell replied to Moach's topic in KSP1 Mods Discussions
It does not, because the maps used by stock planets aren't files in GameData, they're part of the assets that are loaded automatically at KSP startup (before it processes GameData). -
Thermal mechanics and physicsSignificance
NathanKell replied to allmhuran's topic in KSP1 Gameplay Questions and Tutorials
thermo treats them no differently from any other part. -
How does KSP do damage tracking??
NathanKell replied to GeneralVeers's topic in KSP1 Gameplay Questions and Tutorials
Some sort of bug, I'd assume. -
nablabla: Controlling something (via RCS or otherwise) does indeed require avionics. Most early probes do not come with avionics. Lack: Awesome! You're super generous, as always. I'd say fittingly the first priority would be Prospero and Ariel and Alouette, actually, since AFAIK those aren't made by anyone yet and because (obvious) reasons. Hitokiri: Ah, right, jets. I was thinking only rockets. The engines should provide fairly good information about themselves in their tooltips, including the performance stats and propellants used by each variant in the Modules list, and a written description in the main tooltip. What engines don't have good enough info right now? Sput42: Awesome! Full credit to stratochief and before him RedAV8R for awesome work there. chrisl: Great! Contracts are actually pretty easy to make, and have exceptionally good documentation on the Contract Configurator Wiki. I'm happy to help you get started, too. Regarding boiloff, it's supposed to affect unloaded vessels too (as soon as you load them). Is it not? Laie, Randazzo, great!
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Realism Overhaul Low tech aircraft
NathanKell replied to Randazzo's topic in KSP1 The Spacecraft Exchange
Good stuff! I hope to get the next RO out soon so the node issues get fixed, btw.