-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Of course. KIDS scales Isp. That's what it does. It does not magically detect what a craft is "supposed" to be used for and then make a special exception for it. -
In IVA, you already get a radar altimeter. It plots your vessel altitude above whatever terrain is directly under you (including if the terrain is below sea level).
-
SNECA MB.2 Ouragan (Jul 1937): Introduced on the anniversary of the crisis that began the slide to Civil War, the MB.2 was a product of the New France. Its designer, Mark Block, was the son of Jews who emigrated to the United States during the Boulangist years; an accomplished designer in the US, he journeyed to France after the July Days and was quickly named one of the chief designers of the nationalized aircraft manufacturer the Société nationale d'études et de construction aéronautiques. Using a licensed BMW radial engine, Bloch (who returned to the original form of his name) set out to design a truly modern hunter; with the outbreak of the Civil War the project picked up speed, and as Italian and Russian designs showed the obsolescence of the D.65 and other French hunters the project received ever higher priority. The design first flew in late 1936; named Hurricane both for its performance and its armament, the new hunter proved very capable. Rushed into production, and entering service in mid-1937, for some time the MB.2 and the Hawk Mk III were the only républicain hunters able to go toe-to-toe with the latest Russian and Italian models, and it continued in French service until its replacement by jet hunters. MB.2: 6680lb dry, 9035lb loaded, 1700HP, 380mph, 4x 20mm cannon, 2x 7.5mm MG. MB.2c Ouragan of Capitaine Marie Géroux, 76ième Escadrille, Groupe de Chasse I/2, Brive-la-Gaillarde, France, September 1937.
-
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
chrisl: Does it say 16 ignitions when you hover over the part on your craft, or just in the info box from the parts list? You most certainly do not have the nodes unlocked for the relightable Agena engine, so that's clearly the issue, the only question is if the part on the craft in the VAB is not displaying correctly, or if you're thinking that something displayed about the default configuration (what you see in the parts list) is true for all configurations. -
Editing .MBM with alpha?
NathanKell replied to Quiznos323's topic in KSP1 Modelling and Texturing Discussion
If you're using Photoshop, it has issues with PNGs. Download the free SuperPNG plugin to fix them, and get alpha as alpha rather than layer transparency. -
Corw: That's from Orbiter 2015. It's a graphics update, because the 2010 version *was* graphically outdated (despite some excellent work from our own asmi).
-
Will 32-bit be the death of KSP
NathanKell replied to Duckytrask's topic in KSP1 Suggestions & Development Discussion
Even if stock KSP starts well under the process limit (which, btw, is rather lower on Mac Unity, even though OSX has a 4GB not ~3.5GB limit), there's enough new allocation and leaks that stock players do get out-of-memory crashes even now with disturbing (though by no means very high) frequency. I shudder to think what all the new parts and UI and structures etc. in 1.0 will do. -
Stargate525, I rather think you meant control surface. A flap is something a control surface can be set to be, just like elevator, aileron, rudder... For one reason why: When you pitch, you are adding a downward force on the rear of your wing. That will push the wing down. Due to this ancient bug the joints will not respond symmetrically. So one wing will have less (or more) anhedral than the other, thus adding some roll.
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
hi i have a smal problem your log is not showing up in your post plz help On a more serious note: welcome to the forums! But you gotta provide some actual information in order for anyone to help you... :] -
Yes, let's do please compare it to Orbiter.
-
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
The default configuration of that engine has 16 ignitions. If you're playing RP-0, however, that's the last configuration to unlock. The early (80xx rather than 82xx) configs have either 1 ignition (the first config) or 5 (the second). -
Find PQSCity of name "KSC"*, get its repositionRadial (Vector3). That is the normal from the planet's center out of the space center. When RSS changes launch location, it changes KSC's location, so that should always be valid. You then need to pass that through Kerbin's transform to, err, transform that vector into worldspace, IIRC. *you can dig through the KSCSwitcher.cs source in the RSS repo for how, you can either do Findall(), slow, or get it as a component of the pqs (which is pointed to by a member of the Kerbin CelestialBody, which you can get with index [1] of FlightGlobals.bodies)
-
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
It's best to change the nodes by hand, yes, scale-outside-the-model-node has some odd behaviors every once in a while. -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
chrisl: I am not sure about the reason MechJeb is not turning until later; I suggest you lower your turn start until MJ does turn at 100m/s. As for the apogee issue, my suggestion is to control your *actual* apogee with the "turn end" parameter, and set your "desired apoapsis" to something just a hair higher than your near-final apogee (it will take practice to determine what is best). That way, when you finally circularize, you'll be in a nearly-circular oribt. Example: Turn end 150km, desired final apogee 200km. Set the desired apoapsis in the guidance window to, say, 210km, and then using the "final angle" control your burn such that your apogee doesn't go above 200km. Then when MJ shuts off the engines, you should be in a 200x210km orbit. However, the key here is that you are using the turn shape and the "final angle" bit to control time to apogee, and thus apogee itself: if time to apogee is getting too low, pitch up; if it's getting too high, pitch down. You should spend most of the last minute or two with your apogee not changing in the least. Also don't be afraid to circularize after apogee. Set desired apoapsis rather high (300km, say), adjust turn shape so your "inital" apogee is around 230km, and then as you fall back down pitch up to cancel the vertical velocity, such that you end up in a final orbit of 200x200km (which may require falling *under* 200km, pitching up again, and setting "desired apoapsis" back from 300km to 200km so MJ cuts off the engines correctly).