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KSP2 Release Notes
Everything posted by NathanKell
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We're talking about addons? Why goodness me, there's a forum for that! Moved.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Presumably they do that because NEAR does not model mach effects, and thus your wings produce way more lift at speed. More force = more wobble. -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Maybe FASA changed (again), I'll check it out. -
Increased engine gimballing
NathanKell replied to Daze's topic in KSP1 Suggestions & Development Discussion
That's holding mass and thrust constant, though, right? Of course if you lower moment of inertia you don't need as much torque. But guess what: thrust is lower too. -
Good point, guess we need a later version of the Delta ring as an upgrade. For now you just have to use two. EDIT: Answered the edit, not the original question. Yes, some are meant for probes, some for upper stages, and some for lower stages. You can't just look at part mass and allowed mass, you also have to look at electricity rate. Probe avionics is heavy, does not allow a lot of mass, but has low wattage. LV avionics are much more efficient per ton, but drain an exceptional amount of electricity. You can run them for the fifteen minutes to couple hours of a launch (and transfer burn) but beyond that they'll suck your batteries dry.
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In KCT's simulation, however, it still makes perfect sense for contracts to complete; when the simulation ends the backup persistence file is loaded so everything's reset. If contracts didn't complete during simulations, that would kind of defeat the purpose, since one of the purposes of a simulated flight is to see whether you can complete the contract.
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v0.26 Saturn Instrument Unit REQUIRES Realism Overhaul 8.2.0 NOTE: This release adds avionics requirements. Existing launched craft may not have flight controls enabled (though right-clicking and staging will work). It is suggested you use the patch pjf posted on our forum thread until you either start a new save or have landed all missions which have insufficient avionics and would be harmed by losing flight controls. Flight This release also features the first halting steps towards an alternate start (and midgame) strategy: X-Planes and later spaceplanes. The SXT Beechcraft Bonanza is added, as are jets from AJE, a new cockpit for X-planes, and the aero nodes are rearranged. Finally you can complete that stock altitude contract! Avionics: When you have insufficient avionics to control your craft, flight controls (pitch/yaw/roll, throttle, rcs toggle, etc) are locked and SAS is turned off. Various parts give a set allowable mass, and the mass limit is cumulative. Some parts (sounding rocket core, early probes), those with ModuleScienceCore, have zero allowable mass: they don't offer flight controls at all. Make sure you add enough avionics to your vessel for it to be controllable; the amount of allowable mass a given part offers is listed under the module info (in the editor tooltip list of modules). Various cloned parts allow sufficient avionics parts just in RP-0's basic stock/SXT environment, but in addition the various FASA replica parts (Atlas stages, Centaur stages, Titan upper stages, etc) have appropriate avionics added. Note that crewed craft are not exempt from these limitations! If you want to control more than five tons with Mercury or Gemini, you'll need to add avionics, for example. Tech changes: Landing now gets another parent, and a new cost and description Hydrolox nodes get non-uniform icons Space Exploration (3rd-gen capsules) cost increased from 200 to 300. Rework of construction nodes: now that Hydrolox doesn't use them, they represent "materials science" and are needed for various advancements like new spacecraft or engines. Rework of aero nodes: the aero subtree now branches off from start (first node is free to unlock!) and allows you to construct x-planes and later (when parts are placed and priced) spaceplanes. Contracts changes: Human Spaceflight contract now actually requires crew. Oops. Part changes: Placed RPWS and dmscope, priced later SCANszt equiprment. Added x-ray detection to the US/DMagic environmental wedge. FASA Geiger Counter experiment replaced by our X-Ray experiment (for balance). Sounding Rocket core and early should-be-uncontrollable probe cores are now right-click-only. Added avionics modules: The Able guidance unit (used on Vanguard, Thor-Able, Thor-Delta, Delta, etc), stock equivalents of Agena (a medium upper stage) guidance and Saturn Instrument Unit, added two generic stackmount guidance rings (one good for Atlas-sized rockets, one for R-7/Vostok-sized), and added a small 1m clone for Vanguard. Place and price SXT RCS parts. Place and price more probe cores (stock and SXT), including Ranger Block I / Mariner, Ranger Block III, Surveyor, and a generic modern satellite bus. Configure/place/price SXT 3.75m core as 3.9m early Saturn IU (used on some Saturn I launches). Add a conic cockpit for early X-planes (model courtesy carmics in AIES, used with permission by NathanKell, textures courtesy NathanKell's RftC mod). Place and price SXT Beechcraft Bonanza. Place and price various AJE jet engines. XLR11 and XLR99 moved to appropriate plane-related nodes. --- Photo via ibiblio.org
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v8.2.0 * Fix typo where Titan I upper stage had same name as another part (and could not be saved). * Tweak Juno I nosecone: draws much more EC and has lower tank volume. * stratochief66: FASA Mercury changes (cap will now pop off correctly, however new attach nodes are needed. LAND AND RECOVER ANY MERCURY PODS BEFORE UPDATING.) RCS Fixed. LES now stages like Apollo LES. * awang: fixed typo in Mercury retro pack name. * pjf: balance reaction wheel/CMG torque costs. * stratochief66: FASA Apollo tweaks: rebalanced SM RCS around center of mass, welded RCS to CM, welded docking cone to LEM ascent stage, moved attach point in LMA. * pjf: fix TACLS scrubbers and purifiers. * Agathorn: fixes to XLR11 and XLR99 (Isp was *far* too high on XLR11, for example). * regex: add RD-270 and RD-270M configs. * Probe changes! WARNING the "Octo" probe core has changed shape to better differentiate it; it now acts as the probe core from the Surveyor probes. All stock probes' antennas should work at career start. Ranger Mk III renamed to Ranger Block III. Wattage changes to various probes' consumptions. Made the Cube a generic modern satellite bus with quite the built-in antenna. * Add cost and techRequired to RCS configs. * Add configs for SXT RCS. * Add config for SXT 3.75m probe (early 3.9m Saturn Instrument Unit, as flown on some Saturn I launches). * Turned ullage back on for 1kN thruster. * Cost and nodes for CECE configs for RL-10. * pjf: set generic RCS to use preset configs. * Fixed LMA base to no longer crossfeed. * stratochief66: more FASA fixes: Gemini now has mass corrected. Gemini Retro/SM no longer draw fuel from capsule. * Fix M55 to have correct thrust and thrust curve. * Add SXT Bonanza parts as Beechcraft Bonanza * Backport SXT X-405 / AJ10 configs from RP-0 * Add scaling of SXT Buzzard cockpit.
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The structural tank type simulates, more or less, a heavier Default tank. The utilization slider affects the total volume of the part; since dry mass is a function of volume, it will affect dry mass as well. You're most welcome!
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Here's a non-swastika'd version if you'd like. SXT's He 111 isn't quite the same, but should serve, as mentioned.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
Fixed that for you. -
If you remove the others but keep Kerbin, then Kerbin will probably have the largest orbit of all, or maybe be near Eeloo's orbit.
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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
My word those are pretty! -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Motokid600: check the last entry here. -
1.7696/1000 = 0.0017696 kg/liter * 1900 = 3.36224 $ / liter. Assuming the $1900 is in 1965 dollars, that means a unitCost of 0.00336224 That said, please, please don't use RF costs in CRP. They are completely, completely orthogonal to any kind of "stock-balanced" costing. They're for use with RP-0, where we give all real parts and real resources real costs. Starwaster: regex wasn't proposing that, not sure why you thought he was.
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Nope, that there looks like a bug. Sure enough the normal map is flipped compared to the other two. Thanks for the catch!
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Yes, about once every four pages. Oh, you mean "have we seen [your problem]" rather than "have we seen someone say, effectively "help mod doesn't work, fix pls?" Please actually provide some details, and then we'll be able to help. Please check out this How To Get Support (Read First) thread for the sort of additional info we need to be able to help. -
It is usually better to link to dependencies rather than bundling them. However, you are allowed to bundle things whose license don't match yours, on condition that (a) their license allows such bundling (any CC license or L/GPL or MIT/BSD does), and ( you include that license separately and follow its requirements (for example by clearly attributing the bundled work to the work's author in your OP and readme). For example, you could release your cfgs with Module Manager and with Kopernicus, if you include obvious attribution in both cases, include their licenses, and include links to their source (for example, their threads here which have the source). You can choose whatever license you like for your own work--even all rights reserved--as long as you make clear what is not your own work and what license(s) that's under.
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Deadly Re-Entry: RCS Thrusters Question
NathanKell replied to worir4's topic in KSP1 Gameplay Questions and Tutorials
Solar panels shattering on reentry is a totally stock thing -- shielding doesn't matter, and neither NEAR/FAR nor DRE do anything to or with it. I presume this will be fixed in KSP 1.0. For RCS, yeah, you need to not place them where they'll get burnt, or use RCS thrusters that have heat shielding (some of B9's, IIRC). You can actually get full control placing RCS only where the fuselage and/or wings shield it, so get creative with placement. -
Need a simple explanation on wings effects
NathanKell replied to Kar's topic in KSP1 Gameplay Questions and Tutorials
Ah, my understanding was that they would merely produce less lift in stock KSP; I thought that lift was always *applied* straight up and down in stock KSP. Btw this isn't angle of attack; angle of attack is the angle between the *oncoming* wind and the forward edge of the wing (when the little velocity pip is below the center caret on the navball, you have positive AoA). -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Bad Nerva! Bad! (To be fair I can't make too much fun of it since in NP2 the engine *is* at least actually called NERVA, unlike where people decide they're going to call the LV-N, or indeed all nuclear thermal rockets, NERVAs just because.) Gonna need more info then that though. Logs? Pic? Other mods? -
Because rockets aren't optimized for lowest-delta-V-to-orbit, they're optimized for cost. And/or putting the most payload possible into orbit on the engines one has available without adding more engines. Fuel is cheap, and you gain more payload by accepting a lower TWR (and much more delta V from more fuel) than your approach. Also, aerodynamic stresses and aerodynamic heating are tough. It's much less dangerous to fly a gentle ascent, and it's better to be somewhat unoptimized than have a sizable portion of your launches fail due to heat or stress (a gust of wind might disalign the stack and then boom, if Q is that high).