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Everything posted by NathanKell
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There is: http://forum.kerbalspaceprogram.com/threads/129248-1-0-4-S-3-SmallSolarSystem-RSS-based Small Solar System.
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1/10th scale Real Solar System Config?
NathanKell replied to detoddler's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/129248-1-0-4-S-3-SmallSolarSystem-RSS-based -
You're welcome. 1. Yep. 3. It's because Q will be 0 when velocity is 0 so you don't have to worry about it; liftMach describes an additional multiplier based on mach, which trends towards 1.0 as mach approaches 0, you don't have to account for 0 velocity more than once.
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If an engine part has a ModuleEngineConfigs, you'll need to edit the Isp in the CONFIG in that. What do you need to change it to? What is the part title in RO? (Did we get its performance wrong?)
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1. It converts a taper coefficient into a drag coefficient (where the taper coefficient is the average of all surface normals dotted with the velocity vector, so a flat surface would have 1 and an infinitely fine surface would have 0). 2. Yes. 3. Lift is area * Q * lift(sin(alpha)) * liftMach(mach) * global lift multiplier. Note that the lift curve has as its x value the sin of the angle of attack. What you're missing regarding the curves, as I _think_ Claw explained earlier in the thread but I'll repeat, is that KSP's wing lift and drag curves are quite funky because KSP doesn't model sweep or aspect ratio or anything other than area and alpha for wings, so the curves have to stand in. In order for gliders to feel right when gliding, and jets to feel right at Mach 2, and spaceplanes to feel right hypersonic, all wings have to be all things to all craft; when craft are slow, the wing area is assumed to be high-aspect and unswept; when you go fast, KSP then assumes your wing area is highly swept and low-aspect. Etc. Yes, this means that high-AR, unswept wings won't prevent you from going fast, and low-AR, swept wings will still give you very slow stall speeds, but that's a price that KSP devs felt worth it for the simplicity, and indeed is even a good thing in some circumstances since it makes plane design and spaceplane takeoff/landing rather easier. 4. MM syntax issue. That will just insert those keys in addition to the existing keys. You presumably want !lift {} followed by lift { those keys } to clear the node and recreate it (and the same for drag).
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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
Very spiffy engine there! -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Ok. Can you upload the craft? -
Heat shield exploding before ablating
NathanKell replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
Because you're getting a spot of burn through. Ablative shielding *does* have a maximum flux it can protect against; beyond that point you'll get local spots of burnthrough. -
Sadly not aware, though we could ask TriggerAu to look into it...
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[HOWTO] Airbreathing Engines in KSP 1.0
NathanKell replied to NathanKell's topic in KSP1 Mod Development
http://forum.kerbalspaceprogram.com/threads/124708-1-0-x-Amazing-Curve-Editor-1-1-%28June-13th%29 is a KSP plugin that will work for you. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
Doing some fixing in FAR, and I noticed that these don't use PartMassModifier. If you change the mass of the part you are on, you need to use that interface (and return [current part mass - prefab part mass]). -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
NathanKell replied to Beale's topic in KSP1 Mod Releases
Woohoo! Downloading! For the V-2, I'd ask that you make the engine separately from the shroud (indeed, it'd be awesome if that were the case for the XLR11 as well), so it can be used for any rocket, not just its "designer purpose." Also, Scott Manley points out that you really should have a broom handle in the IVA. For reference: -
[HOWTO] Airbreathing Engines in KSP 1.0
NathanKell replied to NathanKell's topic in KSP1 Mod Development
You're not specify tangents. That can lead to unintuitive behavior. See here for details: http://forum.kerbalspaceprogram.com/threads/93332-INFO-KSP-floatCurves-and-you-the-magic-of-tangents atmCurve is actually normalized (as atmosphereCurve is), so key = 1 1 means at 1.225kg/m^3 density the multiplier is 1. -
That approach makes sense IMO: if the max temp of the Bonny is down to, say, 400 K (still 127C, more than water-boiling) that should preclude reentry or flying super-fast. Then you could give it a realistic mass for its size, say .2t, and the engine another .25t. FAR completely overwrites wing masses, and indeed stock KSP wing masses are probably about right for light planes (way too light for jets, let alone spaceplanes), so I wouldn't worry there. Regarding nose-up tendencies, are you sure the craft have positive stability? Regarding thrust, real-life-level prop thrust is going to feel insanely weak to people (who think m/s is actually mph, who build multi-ton "light" planes, etc) so you may not want to replicate real life. If you do, though, thrust is about 4kN static and dropping to 2kN by 100m/s, if I remember right. (RO implements the actual engine and a best-guess prop config.)
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Do you have control parts on the launch vehicle? -
No guidance is necessary for sounding rockets. You place the sounding core, add a nosecone, tank, engine, and fins. Then you add a decoupler and a Tiny Tim booster and fins. Then place a launch clamp. Stage the engine, the booster, and the clamp together, then stage the decoupler. Staging will work regardless. If it is not working, then you have a bad install.
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You don't need it, you can just make a smooth cone RF tank with a top diameter of 10mm.
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nobodyhasthis: That's intended. Sounding rockets aren't guided. The core is enough to stage, which is all you should need. Check out the Getting Started tutorial on the RP-0 wiki.
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Laie: Excellent summary. I'll put it in the FAQ. Test Flight seems to work ok in 1.0.4, we just need to make configs for it for our new engines. Haven't seen Agathorn in forever, I assume he's busy at his new job. ETA: Tweakscale has issues with RF. I need to improve the interaction, but for now it's not a recommended mod. The RT2 config is no longer needed since RT now supports ModuleManager patches and RO includes one out of the box. MedievalNerd: Great to see you! And we definitely built on your foundations!
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Saw it talked about on RPS for a while, but held off buying until after I graduated. That was wise. Been hooked ever since. .20 on.
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With RO I can just make a Cessnoid that uses the Bonanza cockpit; while the real deal 180 is only ~800kg dry I can make it to 1100 or so dry with wing area proportional to the mass increase. With the IO-550 it's a hair underpowered (180 is ~230 horse for 800kg), but still flies about right. That takes having the wings on minimum (0.05) strength.
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[1.7.2] KK Launchers - Delta, Atlas Pack
NathanKell replied to Kartoffelkuchen's topic in KSP1 Mod Releases
KScale2 will make the dV required for orbit in the, hmm, 4500-5000 range I would think. So rockets designed for KSP requirements won't work there.