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Everything posted by NathanKell
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I cannot imagine so.
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[ANSWERED]floatCurves
NathanKell replied to FreeThinker's topic in KSP1 C# Plugin Development Help and Support
What do you mean by 'create float curve function'? Can you give a bit more detail? -
Except the Vernor isn't a vernier. It's a linear RCS thruster. You want verniers, they're the 24-77 and the Mk-55.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Laie: Sure! RP-0 will introduce mechanics at a similar rate to KSP, actually, so it's a fairly good choice for getting into RO; another option is following the tutorials here on the RO wiki[/ul] in sandbox mode. We have plans for some tutorial videos too, just everybody's always busy. I did write up a quick RP-0 tutorial which should help you get started. Regarding sorting, no, RF doesn't add a sort mode. Great idea though! -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Laie, welcome! A large part of the problem you're encountering is that RO itself does not support career mode at all. You will need to also install Realistic Progression Zero to have career gameplay in RO. Note that the amount of part packs it supports is limited compared to sandbox-play RO. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Some of the recent MJ builds had some attitude issues. Also I believe in recent versions of ModuleRCSFX there's sort of a fullThrust-lite as the default, which messes with MJ's PID slightly. When things aren't so insane with 1.0 I'll talk with Sarbian about it and get it sorted on both ends. -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
ColKlonk: It does indeed vary with craft min and max TWR per stage. A craft with a number of stages, where burnout TWRs never go beyond 3Gs, and liftoff TWR is only 1.2 or so--well, 100m/s sounds about right for that, maybe even 120m/s. If you're zooming off the pad at >2G, and your burnout TWR hits 10 and your second stage starts >1G and climbs rapidly again...well, 60m/s or even lower might be correct. -
What the crap is this??!
NathanKell replied to SlabGizor117's topic in KSP1 Gameplay Questions and Tutorials
If you alt-tab out while loading to space center (from, say, the load-game menu) you sometimes get this bug. -
If you stage during the 'meta-stage' it gets more complex. Basically, you know dV = ln(wet/dry) * g0 * Isp. Further, you know burn time: fuel mass * g0 * Isp / thrust_at_that_Isp. Now, if you have boosters, you need to do it in (# of stage events) steps. Let's take a simple example, a 2 minute core stage with 1 minute of boosters. Thrust 1500 for the core and 215 for the boosters, Isp 310 for the core and 305 for the boosters. You know that after booster separation you've burned half your core fuel. So: dv1 = ln((core_wet + boosters_wet) / (boosters_dry + core_dry + 1/2 *core_fuel)) * (1500*310+430*305)/1930 * g0 dv2 = ln((core_dry + 1/2 *core_fuel) / dry_core) * 310 * g0. Total dV = dv1 + dv2.
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Handful of mod ideas for a bored/interested modder
NathanKell replied to dewin's topic in KSP1 Mods Discussions
Well, #1 would require stuff not be hardcoded >.> -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
You can delete the AJE subfolder in your ATM folder / texture cache....? -
Yes, it would make sense to, given a destination part, pull in the ratio the destination part has. Note that the source part may well not have the same ratio (for instance, 2.6:1 kerolox vs 2.23:1 kerolox, err, that's by mass, volumes would be like 65-35 for the former and 60:40 for the latter)
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Papa_Joe: It's down to whoever writes the engine cfg (or engine patch cfg); stock engines are generally (but not always) 9:11 LF/Ox, but MFT doesn't make any assumptions, it just pulls from the engine modules themselves. RF uses that same logic, but on the cfg side as mentioned the ratios are all over the map.
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Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
NathanKell replied to HafCoJoe's topic in KSP1 Discussion
Well, the shore terrain isn't flat anymore, that's clear, but from the pic it appears the actual flatland is still flat, just shaded a bit? -
As massive as the changes to 1.0 are, I can't imagine RO will be save-game compatible, not least because I want to take the opportunity to give all planets the right names.