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KSP2 Release Notes
Everything posted by NathanKell
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[1.7.2] KK Launchers - Delta, Atlas Pack
NathanKell replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Is a version number, yes. And? -
Career Mode Start Impossible as of 1.0.3 drag
NathanKell replied to bendyn's topic in KSP1 Gameplay Questions and Tutorials
If the area of a chute doesn't produce more drag than the draggy part of your vessel, then the draggy part of your vessel will be at the rear. Parachutes aren't magic "point-the-other-way" devices, they're drag producers like anything else. -
There's also the fact that we tried the "don't lock, just ask people not to report bugs" throughout .24. It didn't work. We still got craptons of reports and, worse, got publicly blamed for "crashing KSP" in many, many other threads, replete with "advice" as to how to "stop the crashing" (which usually involved something catastrophically bad, like deleting ModuleManager). We did not choose the "lock" approach first or lightly.
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Aerocapture in 1.0.4?
NathanKell replied to Casper139's topic in KSP1 Gameplay Questions and Tutorials
Heating is proportional to v^3. Entry at 10km/sec is much, much, much deadlier than Munar reentry on Kerbin (3km/sec). -
New player looking for advice
NathanKell replied to Dalekirk5885's topic in KSP1 Gameplay Questions and Tutorials
4.5km/sec is from .90. It's more like 3.5 now. -
Apparently the 1.0.x is a lie. I'll have a version for 1.0.3/4 out soon.
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Known bug, fixed in develop, dll linked but no new official version.
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It's just how KSP 1.0 is. Can't activate parts when shielded. Next SolverEngines will fix that, though, at least for engines.
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Part heating rate
NathanKell replied to Crzyrndm's topic in KSP1 C# Plugin Development Help and Support
skinMassPerArea is in fact correct, and defaults to 1kg / m^2 of area. Anything for fairings will be inside the ModuleProceduralFairing, not in the Part class. Psycho_zs: Crzyrndm's list is from stock's Part class. Just because a value isn't set in a stock cfg doesn't mean it's not a settable value. -
Heatshields on Spaceplane parts.
NathanKell replied to Capt. Hunt's topic in KSP1 Suggestions & Development Discussion
Spaceplane parts _do_ have shielding, the same sort of shielding the Shuttle had in fact (high max temp, very high emissivity). Not all shielding is ablative. -
As of 1.0.3 the drag per face of a cube is no longer just the curve evaulation times area times weightedDrag, it's now curve evaluation times area times (weightedDrag if weightedDrag >1, else CdCurve.Evaluate(weightedDrag)) In effect this means that flat cube faces are as you'd expect (no change for drag coefficients above .9 or so), and tapered faces are more like drag coeff^2 (so a coeff of .5 in the DRAG_CUBE becomes a .25 in practice).
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How do air breathing engines work?
NathanKell replied to Nich's topic in KSP1 Gameplay Questions and Tutorials
15km on Kerbin is 18.75km on Earth which is 61,500ft. Pretty high for (non ram-)jets. -
How to high altitude?
NathanKell replied to annallia's topic in KSP1 Gameplay Questions and Tutorials
1. KSP heights are 80% Earth heights. So 20km on Earth is 16km on Kerbin. 2. The Wheesley appears to be modeled on an F100 engine (in dry thrust not afterburner) so don't expect U2-level heights. -
KSP 1.0.3 destroyed some of my crafts?
NathanKell replied to PKing Zombie Spy's topic in KSP1 Discussion
1.0.4 is released, fixing this. -
Judging by the new curve in Physics.cfg, flat-plate drag has not changed at all from 1.0.2. Drag just got lower for highly-tapered things. In fact it looks like the curve goes from (final Cd = input Cd^2) for highly-tapered, to (final Cd = input Cd) for untapered. (Where input Cd is the Cd number from the cube)
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Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
Thanks! It's...hibernating. Though if you haven't read the other thread you should, though even that is a few months out of date. Although actually with RO more or less OK for 1.0, I've been feeling the urge to get back in to this. I never posted all the Jane's aircraft (1.0 QA/Exp/etc bit all my time, then updating RO for 1.0), and I have a spreadsheet full of LVs.... Potential spoiler (per Bujold, author reserves the right to Have A Better Idea), a German spaceplane from a few years later: Note: amazingly enough, I reentered that successfully in RO (though I had to make some changes to the gear). EDIT: Oh yeah, re: the Pacific Rim. I still haven't fully decided whether Japan is involved in the Second World War; I'm vascillating between a China-Japan conflict (with China a Russian ally and Japan for the League) and both nations at (grudging) peace. -
Having played 1.0, it certainly appeared that the Flea was balanced to provide a 5-10km apoapsis in career (i.e. to pass the 5000m altitude record, the first altitude record). In 1.0.2, that was only barely possible if at all, as you just demonstrated (4500m). However, the SRBs weren't buffed in 1.0.2 to make up for the drag change, so...
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jancando: Yup, you got it! There shouldn't be danger if the fairing clips a bit, it probably doesn't even have a collider in that part of it. Note that the floating node will decouple when either (a) you decouple the part OR ( you decouple the interstage fairing sides, whichever comes first. You can also stick guidance units on that middle node, I do that all the time for RP-0. JebThrillMaster: What were your apogee and perigee? Or, failing that, velocity and angle at interface? Can't really tell from your shots. But my guess is you went too steep. Assuming an initial orbit of 185km (Mercury level) a perigee > -20km is safe. Assuming a 300x300 orbit, I wouldn't have a perigee lower than 0km, and even that's a bit dangerous. 40-60km is probably the sweet spot, has nice low Gs (higher peak load but lower peak flux than a steeper descent). Lunar reentries shouldn't be lower than 55km EVER.
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Part heating rate
NathanKell replied to Crzyrndm's topic in KSP1 C# Plugin Development Help and Support
There are four conductions, actually 1. internal-internal (different parts) 2. internal-skin (same part) 3. exposed_skin-unexposed_skin (same part) -- only when in atmosphere, when some skin is unexposed to convection. 4. skin-skin (different parts) -- that one's tricky because when in an atmosphere, one or both parts might have a divide between exposed and unexposed skin, so there are really four cases. Note that when in space, all skin is treated as exposed. Skin temp displayed is the temp of the exposed skin. skin->int flux is the "some factor" in your expression. Conduction flux handles all part-part conduction, it looks like (I was wrong before, sorry), so it's the sum of 1 and 4. 3 is (skin temp - part temp) * displayed skinToInt, and the flux of 2 is not shown (or tracked), it's just done. -
FAR had a compatibility fix within hours of release. As usual.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
No, not just those. Have you ever even _seen_ RVE in action and compared it to regular RSS? It adds a bunch of new terrain detail textures. Are you aware that EVE Overhaul supports three folders (Clouds, Cities, Terrain)? Does this look like it's full of city textures? EDIT: Sorry, that came out _way_ harsher than intended. I just miss those textures so much