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Everything posted by NathanKell
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
If you install RO manually, it comes with RealPlume; if you install via CKAN, it suggests it. RealPlume is the equivalent of HotRockets for RO. It's a WIP (obviously) but most Squad and FASA engines are currently well-supported. -
Sorry, can't tell with the double negative, but I think you're asking why proc fairings aren't in the starting node? I have no answer for you, since they are. Sounds like you didn't install correctly--if you installed manually, make sure you installed a release, not just dropped the repo in your game.
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Sikorski I-14 “Finback†(Sep 1935): Entering squadron service in Russia in September 1935, and exported along with the I-13 in 1937, the I-14 was a decent performer but nowhere near as shocking as the I-13. It was a highly-streamlined low-wing monoplane with a supercharged V engine in the nose, but by comparison to the I-13 it was very much a low-altitude hunter, reaching its maximum performance at about 12,000ft. Heavier than the Vanguard, with smaller wings, it proved slightly faster on similar horsepower; its main advantage was its heavy armament and heavier armor. A redesign for the large new 1850HP radial engine, a development of that used in the I-13, yielded the I-14bis; it proved a much more capable hunter. Retaining the two-stage supercharger designed for the I-13, although now tuned for lower altitude (high altitude being the province of the I-15), the I-14bis was a very dangerous opponent on the deck, as fast under 10,000ft as the best the républicains or the Intervening Powers could field. It remained in service into the Second World War, with minor upgrades, until being withdrawn in favor of jet-engined successors (the first Russian jet hunter largely borrowing the I-14bis fuselage and wings). I-14 Type 6: 5601lb dry, 7025lb loaded, 1100HP, 336mph, 3x 23mm cannon. I-14bis Type 2 (1937): 5820lb dry, 7253lb loaded, 1850HP, 419mph, 4x 23mm cannon. I-14 Type 7, VVF, Petrograd, December 1935. I-14bis Type 12, VVF, Southern Front, 1940.
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I entirely agree! Good thing somebody already showed it was possible, eh? More constructively: GameDatabase could be rewritten such that original load does two things: stores the URLs of all textures, and loads low-res imposters. Then, whenever a placed part calls on GDB for its texture reference, GDB stream-loads the texture at full res. When the part is destroyed, the texture is freed. A similar method could be used for all the 2048x1024 textures celestial bodies use. To speed things up, mbm could finally go the way of the dodo, and part textures (like all other KSP assets already are...) could be stored as DDS, thus significantly cutting down original load times and stream-load times since no compression (or, for PNG, first decompression) would be needed.
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Things catch fire at 80% maxTemp and are then quickly destroyed, unless Starwaster changed that. So don't think of maxTemp as the maximum practical temperature, think of 80% maxTemp as that; maxTemp is the "go poof" temperature.
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NonWonderDog: 1. Mixture ratio varies with cycle. Closed cycle Russian engines use very high O:F mixture ratios, whereas US open-cycle engines tend to run comparatively fuel-rich. Compare 2.63 for RD-170 with ~2.2 for LR-89. That means if you keep 55/45, you can just claim they're all open cycle, fuel-rich (for the gas generator) engines. As for multiplying things, check out what I did here, that might help. https://github.com/KSP-64k/64k/blob/master/64k/Compatability/DeadlyReentry_64k.cfg You can use a regexp to pick out a value, set some other variable to it, multiply *that* variable, and then chuck it back in.
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Depends. There's no hard clamping (except imposed by KSP's part resource transfer hardcoding >.> ) but out much past Mars you'll want RTGs.
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Apologies, I meant the 10x Kerbol copies of both files. If your orientation is correct on starting the game, but when you click KSC in the Tracking Station (or select some other site then select KSC again) it gets messed up, that means the PQSCity entry in *this* mod's RSS.cfg (or wherever the planet configing is done) does not match the PQSCity entry for KSC in *this* mod's LaunchSites file. You need to use that command to correct for the offset, so like if you're 15 degrees south of east, you would use -15.
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Yes, please do not get disheartened. Licenses can be complex, and the KSP community is somewhat unique in how seriously we take them, but--speaking for myself and I trust everyone else!--all we've been trying to do is help, because we *love* it when new folks pop up who want to help out. I hope BobCat responds in a timely manner. (On clicking the link to the thread MeCripp linked, I saw no download buttons, which was why I said what I did. Apologies if I missed them somehow.)
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Severski I-13 “Fencer†(Feb 1936): A rude shock to French and International pilots when the actionistes first fielded it in 1937, the I-13 had in fact entered squadron service in Russia in February 1936. Given the nickname for its ability at higher altitudes and its facility with slashing attacks (and making an F-nickname traditional for Russian hunters), the I-13 gained its performance from the two-stage supercharger and large intercooler attached to its radial engine. The length of this apparatus necessitated a cockpit set well aft, harming visibility particularly on takeoff and landing, but the benefit was extreme. A full 25mph faster than early marks of the Hawk, with a full throttle height three thousand feet higher, maneuverable and well-armed and armored, the I-13 was the best hunter of its day. Only the Thunderbird could fight it at high altitude, but the I-13 heavily outgunned it and was much more maneuverable; it would take the release for export of the Hawk Mk III with its own two-stage supercharged engine for the républicains to have a counter. I-13 Type 3: 6239lb dry, 7650lb loaded, 1350HP, 385mph, 2x 23mm cannon, 4x 7.62mm MG. I-13 Type 6 prior to shipment to France, 1937.
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Raptor22, I quite understand being new (was once myself) and I don't blame you at all. There is a stickied thread in Addon Releases that covers the rules for, err, released addons. Regarding this, however--as you yourself said, you did not find the download on that thread you linked. You found it on a website that has been banned on this forum for violating licenses, and in the archive you found for this mod, it contained no license. When an archive contains no license, it is treated as "All Rights Reserved." That is consistent with the license BobCat used in his original thread, when he did release the DEMV. MeCripp: the linked thread does not have download links. It does say that now all BobCat Ind products are CC-BY-NC-SA, however. Raptor22: I suggest you PM BobCat and ask for permission to do this. That will be the final word (either way) and clear up any confusion.
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Real fuels not working with tweakscale
NathanKell replied to alien123's topic in KSP1 Technical Support (PC, modded installs)
You're welcome! As the Real Fuels OP states, you need an Engine Config Pack to actually have engine configs. Your options right now are Realism Overhaul (for 100% real engines) or the Stockalike RF Configs pack if you want engines that keep their roles and names. -
Nerezza: did you change the engine config to A7? This was the ascent profile I flew (oriented and spin-stabilized about 20s prior to apogee and fired the solids) with the resulting orbit:
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So yes, I am aware of the Sea Dragon plans (it wasn't even the only notional LV with a deployable extension dreamed up in the 60s...) As I'm not involved in writing engine configs for RF itself (as the OP and second post say, one needs an engine pack) RF itself will not be ignoring specified Isp at sea level. If you find an engine with a crazy Isp at sea level, I do suggest you take it up with whomever is making the RF config for that engine. Realism Overhaul, since we model real engines (or prototyped engines, at least), for which there is existing data, again does not need to compute Isp at sea level, we have it from data. As I mentioned above, throttling *does* need to decrease Isp (when in vacuum but especially when in atmosphere), and that will get solved, but the solution is not going to flagrantly ignore already-known sea level Isp numbers. I appreciate your work digging this stuff out, and it looks very helpful for people trying to write configs for engines for which there *isn't* real data, however.
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Thread moved to addon dev for now. Robotengineer: can you link to where the license is specified? To my knowledge BobCat releases under CC-BY-ND. Raptor22: I applaud your initiative, but this needs to comply with the addon posting rules. In particular: 1. You need to specify a license, and include the specified license (or its name) in your download zip (and it needs to be an archive). 2. You need to include, for all bundled plugins, either their source or a link to their source. 3. For all bundled addons not your own work, (a) their licenses must permit you redistributing and, if you make changes, deriving from them, ( you must follow their licenses when including (i.e. give attribution etc), and © for any plugins, see 2 above.
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Unable to launch with Realism/Remote Tech
NathanKell replied to Cmdrdogsworth's topic in KSP1 Mods Discussions
MeCripp, that one is outdated. The settings file is now linked in the Realism Overhaul OP. The issue is that while the settings file is required for use of RemoteTech *with* RSS, RO cannot itself require the file because it does not require RemoteTech. Thus people must install the file manually, but they often miss the bit in the Realism Overhaul OP telling them to do os. -
Real fuels not working with tweakscale
NathanKell replied to alien123's topic in KSP1 Technical Support (PC, modded installs)
1. RF disables tweakscale on engines and RCS. Intended. 2. If the size but not volume of tanks are changing, that's a bug and I'll try to fix it for the next RF. Maybe Tweakscale changed how it did something? Did you install RF *after* Tweakscale, so there's a tweakscale_integration folder in your Tweakscale folder? 3. That sounds like a tweakscale bug, you might want to mention it on that mod's thread. -
ExceptionDetector 1.1 [KSP ANY VERSION]
NathanKell replied to godarklight's topic in KSP1 Mod Releases
This looks very sweet indeed! -
Whats the stupidest name you've given to one of your ships?
NathanKell replied to sedativechunk's topic in KSP1 Discussion
"Jebediah" -
In general, it really is the best policy to just state (and link to) dependent mods rather than bundling.* It also means you don't have to worry at all about being license compliant with the other mods since you're not redistributing anything. (As you have seen, it's a bit complex and the rules *are* the rules, and enforced.) *I make exception in RSS for complex reasons, but hold to it with my other mods.
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Grumman H3F Bobcat (Jun 1935): Introduced in mid-1935 as the third in a long series of Grumman naval hunters, the H3F Bobcat was the first to bear the distinctive “cat†name, indeed the first Grumman aircraft for the US Navy to bear a name at all. It was named in honor of Admiral Robert Massie, “father of naval aviation.†The Bobcat was also the first Grumman monoplane, and the last Grumman aircraft to use the distinctive hand-cranked method of retracting landing gear into the fuselage. The Bobcat was quite tubby, and had notably poorer performance than contemporary land-based aircraft in Europe, but it featured an innovative wing-folding mechanism that allowed far more H3Fs to be stored aboard carriers. Based as it was on the airframe of the HF and H2F carrier hunters, its growth potential was limited, and as the decade wore on and reports from France made clear it would prove unsuitable in combat, the H3F-2 saw a phased withdrawal from service in favor of newer models like the H4F Tomcat and H6C Skyhawk. Nonetheless many Atlantic Fleet squadrons were still equipped with Bobcats by the time of the Intervention. H3F-1: 4828lb dry, 6185lb loaded, 1200HP, 340mph, 4x 0.50cal MG. H3F-2 (1937): 6x 0.50cal MG, more armor, 330mph. H3F-1 of VH-12, USS Crater, ashore at NAS Banana River, Florida, August 1935.