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NathanKell

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Everything posted by NathanKell

  1. aero stress and convective flux are combined, and the "limit" for chutes is a temperature, yes. Just think of the max temperature as a max BADSTUFF variable.The higher it gets, the more badstuff. (technically IIRC the module takes the input external temperature and then multiplies it [gives it a power?] as you approach and pass mach 1 to simulate stress as well as merely heat) The temp line will increase the limit, the thermal mass line will increase how much heat/stress is required to reach that limit.
  2. Start a save, go to tracking station, then quit. That should create it I think.
  3. If you want a drag dispaly, and other stuff, get AeroGUI.
  4. Beyond the wiki there's also: Building Rockets in RO Flying Rockets in RO I don't do interplanetary much at all so I can't help much there, sad to say; for lunar, since I launch from the Cape, it's easy enough. Use MJ to warp until your plane matches the moon's, then launch East and make a slight dogleg during second stage burn to cut relative inclination below 0.5 degrees. As for FX, remove hotrockets and install RealPlume (which RO highly recommends). If you install via CKAN, RealPlume should already default to being included...
  5. As to CKAN, I have manually fixed the metadata and I've put a request in for them to figure out how to unbreak our netkan.
  6. Grimm Spector: I think you may be operating under a misconception here. This is RP-0, not Kerbal Stock Career With Big Planets. That means that, since you start with 1945 technology, your options are: * A light command part that cannot control things, only stage (the sounding rocket core) * A heavy, power-hungry guidance unit for V-2 sized craft. * The Bonanza cockpit, so you can build light planes. It's 1945. You're not sending a Mercury capsule to orbit yet. If you are lacking any of these, you have an installation error. Note that RP-0 requires Ven's Stock Revamp, and also SXT. As to the length of time: as always with KCT you stat with upgrade points, as the starting dialog mentions. Spend them. (And yes, there is a minimum cost in person-hours to integrate any vessel--the VAB itself requires work done. So at the minimum build speed that's 46 days...but you have enough points to cut that to 1/8th the time. That said, 46 days is just not a very long time. See above: this is RP-0, and even sounding rockets take time to manufacture, integrate, and launch.)
  7. Awesome! And are you sure you want to give me *credit* for causing more work? I'll roll an RP-0 update taking better advantage of all those goodies (but probably not costed launches set, since as I mentioned that will require a rebalance) and fixing any known bugs in the next few days.
  8. Tellion, that's a great find. Can you post an issue about it on the SolverEngines repo? That'd be an issue in SolverEngines (which powers RF's engine module).
  9. The stock values for Kerbin are 80% Earth, i.e. Kerbin at 8km has the pressure and temperature of Earth (ICAO model, IIRC) at 10km. So for 10x Kerbin, it would make sense IMO to just use RSS's curves wholesale. Kopernicus does not have the ability to calculate the pressure curve; you can use the barometric formula, but that breaks down high in the atmosphere (~80km on Earth IIRC) and I'm not sure what you'd use as starting values for other bodies.
  10. No. But consider: @PART[A] { flag = #$/PART/name$ //or whatever the syntax is to get a key from a root node } @PART[A]:HAS[~flag[]] { // do stuff here for the case where B doesn't exist. }
  11. Even without doing anything, quitting KSP, relaunching it, loading the save, and loading to the vessel should fix the rescale problem.
  12. It's right at the bottom of the drogues' parachute modules. chuteMaxTemp = 2500 chuteThermalMassPerArea = 0.09 increase as desired. Defaults are lower than that; those values let drogues open at ~450m/s.
  13. v0.34 OV-103 Discovery (cookie if you get the reference) REQUIRES Realism Overhaul 10.2 and RealSolarSystem v10.2. In addition, the list of required mods has changed--make sure you have them all! This release brought to you by the usual suspects, plus Kibbick! See the gameplay notes below! RP-0 has the following new features: Contract Configurator contracts (thanks Shurikeen for getting us started! And nightingale for much help!) Most stock contracts are disabled in lieu of our custom contracts. CustomBarnKit configs, giving correct costing and unlocks for various building levels. Enhanced support by magico13 in KCT! (Coming in the next KCT.) For now, the existing times have been tuned. Science changes! (Goo is now a biological sample, and ScienceJr/MaterialsLab is now a film return camera). Note that you need Ship Manifest to get the film from the camera into a recoverable probe core (some probe cores have data storage). You can analyze telemetry from any command module (it's what probe report was). Gravioli is now an orbital perturbation detector, and there's a clone of the seismometer that's a micrometeorite detector. Note that some probes have some experiments "built in". Finally, result text is being reworked. So right now you'll mostly get generic text. Redone tech tree for KSP 1.0. It features several new nodes, redone part placement, and redone node costs. Note that the tech tree is incomplete after the third tier (Gemini era) so far, more to come. A part's entry cost can change based on what other parts are unlocked. For example, once you unlock one LR89, you get the others free (if you have FASA installed and use both the stock/VSR LR89 and the FASA one). Unlocking the LR79 will make unlocking the LR89 cheaper, and vice versa. A big example for this is heat shields: there's a fixed 16,000 fund cost added to the first LEO-shielded item you purchase, but the others will not include that extra cost. Improved spaceplane support by adding required-mods-only XLR11 and XLR99 engines, and X-15-like fuselage parts. Early aircraft have better support too, now that an early jet is added to the start node. Added dummy parts to announce on which nodes proc fairings/parts allow larger diameters. Gameplay Notes The "Funds Penalties" setting also controls building cost. If you're playing on a difficulty higher than Normal, select 'Custom' and change that slider back to 100%. Unless you want very-expensive buildings... KCT plays very differently from how it does in normal KSP. In particular, it costs a fixed amount of funds to buy more upgrade points; upgrade points represent your space program workforce. You will definitely want to start investing in science early in order to be able to research later nodes in a reasonable period of time; don't be afraid to have bought 30+ points by the time you're launching your first crewed orbital missions. Contracts often have long deadlines and large advances. This is so you can accept the contract, then buy the building upgrade(s) and unlock the part(s) needed to fulfill the contract. Human Spaceflight milestone contracts expect you to fly uncrewed test missions first, and so their advances are quite high. ElectricCharge now flows by stage (like MonoPropellant in stock KSP). This means your probe's battery won't deplete during launch when the EC drain from avionics is high. The altitude threshold for the moon is quite low. Don't expect to get spacelow science except on impact missions, or from very low orbits. You often lose very little by unlocking a part early, since you may get a bonus to the entrycost of its later compatriot. For example, the effective unlock cost of the Castor I solid motor is only about 1000 funds since you get most all of the entrycost back in rebates when unlocking Castor II. You can make it to orbit in the start node. It's up to you to figure out how though... Photo via Wikipedia, NASA public domain.
  14. Changelog v10.2 the "Pluto coming soon" update Refine AeroFX patching (when RO not around). Fix to not use "the" in the name of anything but the Moon. Remove unneeded, bad solar power curve. Apply some fixes to stock contracts. Fix typos in some biomes. New biome map for Earth by KellanHiggins! Thanks! You must update that biome texture, by downloading the RSS textures pack v10.2 or by just grabbing that texture. Add ocean data for Better Buoyancy compatibility. Fix Saturn biomes not having the correct names/colors.
  15. jsimmons, I think you might have missed a memo. Scale height no longer works in KSP 1.0. You have to use a pressureCurve etc. If you're just putting scale heights into the settings file, well, Kopernicus has nothing to do with them and therefore does nothing, so every body will retain its stock atmosphere.
  16. If you are playing RO in career, you need RP-0. We just released it. Trying to play career without RP-0 will not work if you're using Realism Overhaul.
  17. Borogove: There's a node just after Survivability called Early Capsules. That's where they are now. Lilenthal: I bet you can too...
  18. I'll let Felger construct the OP, but just an FYI that 10.2 is out.
  19. Anything with a MODEL must have a rescaleFactor of 1.0 set explicitly, yes, or that will result.
  20. Librazy: Awesome! I'll take a look, just been busy. Those having trouble with ignitions: try removing the part from your rocket, then adding a fresh part from the editor partlist. Tekener: I can't open your PMs, but see if this new release helps you. Changelog v10.5 Update to SolverEngines v1.9. Auto-remove Interstellar Fuel Switch or FS Fuel Switch modules on parts that have RF tank modules on them too. Add a new setting to disable natural diffusion when there is acceleration greater than (this threshold). Makes ullaging stages easier since only minimal acceleration is needed (it just can take a while). Fix some flameout issues (and the 'flameout' sound on load with a pressure-fed engine). Fix issue with a typo in ullage sim's rotation bit. Spinning axially will no longer cause ullage-outs so rapidly. Attempt to load/save 'ignited' property. Added other solid fuels to 'instant throttling' list. Tellion: more NF Propulsion support, MkIV support. Update engine/TL upgrade tracking to not keep the costs persistent (i.e. changing files no longer needs starting a new save). Support maxSubtraction for entryCostSubtractors, do all subtraction(s) before all multiplications. Update all heat animations on ModuleEnginesRF parts to use new animation module from SolverEngines. Fix a big bug with ignition in CONFIG nodes. Now tracked properly. Display pressure/ullage/ignitions info in GetInfo for ModuleEnginesRF and for MEC's alternate configs info text (if it differs from default config).
  21. Updated to v1.1. Includes functionality to have low-altitude mach effects without having flaming ascents. To wit: Supports changing aeroFX now. Defaults to making it intense down low, so you can set the normal aeroFX settings to much lower scaling to not have flames on ascent. Supports aeroFXdensityExponent1 (default = 2.0) and aeroFXdensityMult1 default = 90), and the final density passed to aeroFX will be (density^aeroFXdensityExponent1 * aeroFXdensityMult1 + density^PhysicsGlobals.aeroFXDensityExponent) instead of just density^PhysicsGlobals.aeroFXDensityExponent.
  22. Yeah, RealHeat's shock temperature can like 1/6th or lower than the stock shock temperature...
  23. Last I checked (30 minutes ago, since I use it), Hangar Extender is updated for, and working fine with, 1.0x. However, I think snjo just pushed an updated dll rather than making a release, and therefore the netkan isn't catching it. Can someone make a 1.0.4 compatible .ckan for it?
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