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Everything posted by NathanKell
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Instead of removing the old and adding a whole new module, you can try @MODULE[ModuleRCS] { @name = ModuleRCSFX runningEffectName = running engageEfffectName = engage flameoutEffectName = flameout } If that doesn't work, post the entire part cfg for the Vernor from ModuleManager.ConfigCache. -
Try again with @TANK_DEFINITION[*]:FINAL and @TANK[*],* and see if that helps. If not, look in your ModuleManager.ConfigCache file and find the first TANK_DEFINITION and see if the loss_rates are 0 or >0.
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chrisl: yes, but even so you shouldn't have been getting any science from the ground/ocean anywhere on your home planet. That's an oversight in the patch, it assume regular RSS rather than a different config. That said, on non-RSS you already get 1.5x the biomes (addition of shore biome) so there's that too. If you've gotten 140 science total, that would mean that you should have a bunch of satellite in orbit and either a lunar flyby or impact probe, or a crewed suborbital flight. As to the broader question...uh, yes, Basic Orbital Rocketry is for, y'know, orbit. While it's possible to not go for orbit then, keep flying sounding rockets until you unlock the next rocketry node, you certainly should be going for orbit then--that's why we disabled science on the surface, so you would need to actually put stuff in the sky to get science. :] Note that an orbital rocket with the tech from Basic Orbital Rocketry is only ~10 tons and ~1500 funds, it's really not that bad. You *should* be able to launch into a 1000x200km orbit on 10 tons, really...that's one way to get the altitude record. And for control--uh, the X-405 gimbals, as does the AJ10. The AJ10 also has built-in RCS, so you can use it to align for third stage burn before separation and third stage ignition. You will also find spin-stabilization useful (align with the horizon and then ~30s before apogee start spinning, and fire the decoupler and kick stage while spinning, that will keep you aligned with 0 pitch 90 heading due to gyroscopic forces). You can, however, certainly make even GEO as a sounding rocket shot, just use moar boosters. (say, a tank with 2x X-405s on them, a second stage of 3 Altairs, and a third stage of one).
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
StoryMusgrave: Thanks! :] A GUI would indeed be better--I had held off making them tweakable (always before they were just in the cfg), but SRFirefox asked for it to be VAB-tweakable and I thought, well, why not. He suggested a GUI, too, so I suggested a pull request. (Open to one from anyone, btw.) It's just...got enough on my plate I don't want to take on making a GUI right now. A cheap solution would be to make that first field a toggle for the others, so they only show up on the part action menu if you turn on 'RCS settings'... I can just set the RCS toggle to be viewable in the VAB too, I think, and that should sove that issue. WarrenSchultz: great! sashan: are you using the latest version? Can you post the MM patch you are using? And no, that patch should be savegame-safe, either applying the patch or removing it. -
I was unclear and typing fast (and assumed you knew MM syntax, roughly). Create a new cfg somewhere in gamedata, perhaps in a folder called zFinal. Put this in it: @TANK_DEFINITION,*:FINAL { @TANK,* { @loss_rate = 0 } }
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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
FinnishGameBox: Ven changed a few things in the latest release that we have to update for. Also, RP-0 has better support than just RO itself. -
Welcome to the forums! Yes, it will automatically update like other steam games.
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Mongolian Space Initiative. Chapter 2 is now up!
NathanKell replied to TheKosmonaut's topic in KSP1 Mission Reports
Hurrah! ...1.03? Wow, didn't catch that the first go. Wouldn't it make more sense to just load less propellant to get up to 1.15+ sea level TWR? -
chrisl: RP-0 uses RSS to disable all science on Kerbin/Earth. I will need to tweak the cfg to ensure that happens for 10x Kerbin too, but as it stands you've currently gotten about 10x the science you should have. As I recently explained on the RO thread, the range model RO uses in Remotetech is not limited to the range of your antenna, but to a calculation invovling both your antenna and the antenna of what you're talking to (in the case of KSC, a very *large* antenna). Up to 200km or so in height, your sounding rockets should be under a ton in mass--probably well under a ton. I think you're making essentially orbital-class rockets and shooting them up, as BevoLJ inquired. :] (KSP calls them funds, the community calls them roots. It's yet another thing RO/RP-0 changes. We should probably change the icon too at some point, if we can ~hardcoding~ >.> ). NEAR is simplified FAR. That does not, contrary to the community's misconception, mean easier. Have you considered just not opening the windows, if the data is not something you want to see? Chatz: Are you, too, using something other than RSS? Like 10x Kerbol? If not, then something is seriously wrong, since whether you install RSS via CKAN or manually, it *does* come with Custom Biomes. CKAN is fine, please do use it, and shortly even Tech Manager should be working via it.
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"Smoking is bad for your health. Don't smoke...unless you have a good reason to." Makes perfect sense amirite? (Analogy works right down to the statistics, and George Burns living to his 90s. Outliers are outliers.)
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Chatz: You can use the rotation gizmo, or Part Angle Display, for finer rotation. Regarding Highlands, though, that sounds like a biome issue. Do you have CustomBiomes installed? I recall there was a bug in a prior CKAN client (if you installed via CKAN) so you might need to check that out. chrisl: Things are really, really not set up for NEAR, and in particular your reentries will be much, much harder than if you have FAR. I'd very much recommend switching to FAR. The 'Launch new vehicle' thing I've seen before, it does look like a bug. Also, they're not roots, they're kilobucks (1 fund = $1000USD in 1965-year dollars).
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CommanderSmith: That's weird, they look correct. Two things to try: 1. Delete the two cache files in KSP/GameData (both from ModuleManager) 2. Where is your KSP located? If it's on your desktop, or in Program Files, make a new folder in C:\ and put the whole thing there. mr_trousers, Falconflyer2000: Remotetech has two range models, Standard and Root (Additive is the old name for Root). Standard is as described: antennas have a maximum range (barring multiple antenna modifiers). Root is as follows: 1. Compute range of a node as follows: for each dish with a link to the other node, pick the largest range dish; for omni range, find max range antenna, range will be that + modifier * sum(range for each other antenna). 2. Maximum range between two nodes is, assuming range(A) < range(, range(A) + sqrt(range(A)*range() In particular, ground stations have very large ranges, so you don't need much in the way of antennas even in Geostationary orbit; for the Moon, you might need 4-5 Comm16s. Note that this is not realistic; what would be truly realistic would be adding the power of both nodes together, comparing to path losses, and seeing what bit rate results... Citizen247, welcome, and thanks so much! That mod idea sounds grand, and is sorely lacking. C# is not hard to pick up, it's very Java-like but with a more C++ syntax (it is, after all, MS's competition for Java...)
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Something like @TANK_DEFINITION,*:FINAL { @TANK,* { @loss_rate = 0 } } should work.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Ok, well, glad it worked! -
No, biome maps in .90 are flipped but I forgot to also flip the x's position. Instead, just use Alt-F12 -> Show biome (you need to be in map view). srbgaming, welcome to the forums! And thanks so much! What's needed for more objects is Kopernicus, but development of that has slowed down quite a bit. As for Deimos, that is most odd. I really, really hope there isn't a minimum size for bodies...
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A Mission to Tsiolkovsky with Realism Overhaul
NathanKell replied to PLAD's topic in KSP1 Mission Reports
Very nice! Looks like a most well-planned mission. Question: in your reentry pic, it shows you rotated such that the lift is pushing you sideways rather than up (and thus featuring similar G loading as a ballistic reentry). Intentional? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
Uh, looks like people are confused about the NASA parts. Please GO HERE. 1. Massive SRB aka S1 SRB-KD25k. Modeled on the Space Shuttle SRB. 2. LFB KR-1x2: The 'liquid booster' modeled after the Pyrios SLS booster with twin F-1Bs. 3. KR-2L Advanced Engine: Modeled after the J-2X. 4. S3 KS-25x4 Engine Cluster: Modeled after the cluster of SSMEs (RS-25s) on the SLS first stage / core / sustainer. -
300m/s is 671mph. You try sticking some nylon out the window at 671mph.
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Looks like you're missing CFG files, both for RF and RSS. Screenshot your RealFuels folder and your RealSolarSystem folder please? mr_trousers: First, welcome! Second, since the antenna masses are such that we consider them to be both transmitter/receiver *and* antenna, when you add more antennas in effect (abstractly) you're increasing Tx power/Rx sensitivity too. Hence the 1.0. If you'd rather play with, say, .75 or .5, that's fine though!
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
Are you going so fast that the drag force is greater than your engine's thrust?