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Everything posted by NathanKell
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
The current state of the repo is gamebreaking. The latest release is fine. -
My read was that SRBs were buffed due to the drag changes vs 1.0. not the changes 1.0.2 to 1.0.3. Despite the more-than-doubling of drag in 1.0.1/1.0.2, the SRBs had their 1.0 stats still in 1.0.2. Now that drag is at a medium between the two, I guess it made sense to put the SRB values back up some (but still rather lower than in .90, let's remember).
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KSP 1.0.3 destroyed some of my crafts?
NathanKell replied to PKing Zombie Spy's topic in KSP1 Discussion
http://www.reddit.com/r/KerbalSpaceProgram/comments/3asi15/uncontrollable_craft_kraken_fix/ If your craft had a heat shield, apply that fix to it. -
jancando: that looks like you're attaching the interstage to the engine by its middle node, not its floating top node. Use the floating top node, and set extraRadius to as far left as you can, in the right-click menu. That should work better. You can also finely vary the "extra height" (and the other settings) rather than going in 0.1m steps, and that should give you a perfect seal.
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Sovek: Ah, I didn't realize you were on 1.0.3. We don't support that yet, evidently. And yes, RO will be tweaking the aeroFX. SirKeplan: that's the Taurus pod. jancando: uh...why are you doing that with fairing bases? That's what the interstage base is for, and you need only one of it. But yeah, other than those changes, that's what I do too. Here's an LV family from ferram that demonstrates it. plomp90: are you on 1.0.2? Because it works fine for me...what heat shields are you using? Arctic Sesquipedalian: You're using 1.0.3. It's not supported yet, we hope to soon. Tonnz: thanks for the catch! Fixing. And awesome re: IonWarp!
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The curves you have will no longer work in 1.0. You need to make curves per this thread, or just copy the curves from KAX (probably easier) and tweak. In particular, air-breathing engines should have a constant atmosphereCurve, and velocityCurve doesn't even exist anymore. (You want to be playing with atmCurve and velCurve). You should also add multFlow=false too, yeah, so that props vary thrust rather than fuel flow, and you should probably make them use a bit of intake air (check how the jetEngine cfg in stock KSP is worked for the extra param for PROPELLANT) and have a tiny intake. Regarding FAR, nope, everything in that file stays. FAR still needs wings and control surfaces defined for it, and that's all that file does now.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
Nope, RVE uses EVE Overhaul to add lots of ground detail textures. -
Mk2 Crew Cabin Impact Tolerance
NathanKell replied to mike9606's topic in KSP1 Gameplay Questions and Tutorials
I wouldn't say that a part that can survive a crash of 14mph completely unscathed is "stupidly weak" By contrast, I'd say that a part that can survive an impact of 112mph completely unscathed is...kinda freaky. -
I'm not sure what you mean by limit temperature. All parts have a "max temperature" and if they exceed that they explode. As of 1.0.3, parts now have two temperatures to track: internal and skin. They have two max temperatures that can be set independently in the cfg (but if the skinMaxTemp is unspecified it defaults to the regular maxTemp). If you turn on Alt-F12->Physics->Thermal->Display thermal data, you can see all the part stats during flight when you right-click on a part. Parts are subject to certain fluxes, and they have thermal masses (how many kilojoules it takes to raise temperature one kelvin). You plop 1000kJ (say, 100kW for 10 seconds) into a part with a thermal mass of 1000, and it gets 1 kelvin hotter.
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SSME chamber temp: ~3400K (that's the chamber, way hotter than the exhaust a few meters downrange) Shock temperature on low orbit reentry: ~7000K Turns out engines just aren't that hot.
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RAPIERs and Turbojets are amazing in 1.0.3
NathanKell replied to KarateF22's topic in KSP1 Discussion
We do. The turboramjet's afterburner can't be turned off. :] -
Part heating rate
NathanKell replied to Crzyrndm's topic in KSP1 C# Plugin Development Help and Support
As to the list, conduction is only for parts (and skins), not environment. Environment effects come via radiation (sun/body flux, background temperature) and via convection (air/water). Conductive flux is internal-internal flux, and it and internal flux and skintoint flux are the only things that modify internal temperature; convection and radiation modify skin temperature (as does skin<->skin conduction, which isn't listed, and pyrolysis flux from ablation). Radiation is black-body radiation. Total flux = emissivity * (solar flux * solar flux area + body flux * body flux area - sigma * area * (skin temp^4 - background temp^4)) Note that the lack of multiplication by the temp delta only affects skintoint flux; the other fluxes are (AFAIK) correct, although as mentioned above skin to skin conduction isn't listed. -
Part heating rate
NathanKell replied to Crzyrndm's topic in KSP1 C# Plugin Development Help and Support
There's a bug in skinToIntFlux display, it doesn't have the temperature delta multiplied in. -
Avedis: the thread is titled [0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14 Someone made an unofficial recompile for 1.0. That doesn't mean it works.
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Rolling back to v1.02?
NathanKell replied to lodebeard's topic in KSP1 Technical Support (PC, modded installs)
Ah, k. I'll have an update Soon -
RAPIERs and Turbojets are amazing in 1.0.3
NathanKell replied to KarateF22's topic in KSP1 Discussion
And the static thrusts came down, so that's all drag changes. -
You are correct, and the changelog explicitly notes that heat from exhaust is applied to skin temperature.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
Is ModuleManager not installed and/or not working? -
Turbo-Ramjet improvement
NathanKell replied to Nothalogh's topic in KSP1 Suggestions & Development Discussion
The turboramjet already has the best of both, you wouldn't gain anything. -
Rolling back to v1.02?
NathanKell replied to lodebeard's topic in KSP1 Technical Support (PC, modded installs)
1.0.3 should not break mods very much at all, other than DRE (which is somewhat obsoleted by 1.0.3 anyway). What mods in particular? -
Realism Overhaul does 'recommend' RSS on CKAN. I don't know why it's not being checked automatically. Very, very few real life engines are throttleable, as StoryMusgrave says; only (a) lander engines are deeply throttleable, and ( some modern lifter engines are shallowly throttleable. And so it is with RO: the LMDE is deeply throttleable, and some modern lifter engines (SSME, NK-33 / RD-170 derivatives, etc) are shallowly throttleable. It's kind of expected that one will use procedural parts and procedural fairings (for the interstage); RO forces you to realize that no, engines are never "the right size" for the tank; you use the size tank you want, and the size engine you want, and then you cover it up with an interstage. FinnishGameBox: You can as soon as we update it. Sovek: that sounds deeply, deeply broken. Verify you have RealFuels and SolverEngines installed.
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Career Mode Start Impossible as of 1.0.3 drag
NathanKell replied to bendyn's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the forums! I'd suggest launching with just the chute+pod+Flea. That should give you enough science to start unlocking more nodes. I'll have to check out any issues with Pod+Flea+2goo+chute, but I haven't had issues with that either; your Flea will explode on landing but the rest should be safe... -
1.x uses actual honest-to-goodness kilowatts and kilojoules. What matters is the flux (in kW) that is applied to the part; the total energy applied in then that * seconds, i.e. kJ.