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Everything posted by NathanKell
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Um, if you're using Earth, you can't. There is no launch site in southern Colombia.
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Just wanted to let you know that Rezzy has been setting up a website for us, for all things Realism Overhaul and related: realismoverhaul.com. Please check it out; it's very much a work in progress but will soon have many useful things.
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Just wanted to let you know that Rezzy has been setting up a website for us, for all things Realism Overhaul and related: realismoverhaul.com. Please check it out; it's very much a work in progress but will soon have many useful things.
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Airplane rolling to the left
NathanKell replied to pincushionman's topic in KSP1 Gameplay Questions and Tutorials
2-year-old bug. -
parachute deployment very late using NEAR+DR
NathanKell replied to SmashBrown's topic in KSP1 Mods Discussions
Yep, if you choose to use an aero model that does not model mach effects, reentries will be HARD. Remember, just because NEAR is simpler, doesn't mean it's easier. -
A "realistic" config for a planet only 600km in diameter? Heck, you'd be lucky to toast marshmellows.
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mecki: correct, the stackmount RealChute chutes should have smaller sizes added. That would be great. The Squad ones should *not* have a TweakScale module when RealChute is installed; if they do that is a bug in TweakScale and should be brought up there (the Squad chute patch should have :NEEDS[!RealChute] added). If you want to make them vary in size too, you'll need to add a ProceduralChute module to them. The size of a RealChute casing has no effect on how large or small the actual parachute can be or is. It's just a case.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Ideally the plane should balance on the rear wheels alone, with just the *slightest* tilt forward, yeah. If your wheels are further back than, say, one CoM sphere's distance behind the CoM sphere (for larger planes, less for smaller ones) then they are too far back.- 14,073 replies
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Constant Crashes, asking for help
NathanKell replied to mecki's topic in KSP1 Technical Support (PC, modded installs)
Moved to Support (Modded)! Hmm, none of the logs say anything about crashing. Are you sure those are the logs from *right after* you crash? -
For sounding rockets, you get at least 2 biomes (grassland by going straight up, water going east, assuming the Cape) times at least three experiments (probe report, temp, barometer) times three situations (flying low, flying high, space low). That adds up to quite a bit of science, even apart from any you get from contracts.
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And that they aren't called "2.5m" they're called "Shield for Mk1-2 pod."
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Here's that zip. https://www.dropbox.com/s/x95wxmnbd7metxs/Components.zip?dl=0 As for docs...yeah. Mea culpa. Some of it should be on the RSS wiki, but I certainly don't have much in the way of *practical* documentation for the various Mods and their values; some I still don't know what they do, and some I do but the interaction of all the settings is...complex. A lot of them are based on LibNoise, so you can look at the LibNoise glossary for what various terms mean (like frequency, persistence, etc).
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It's because we set the value to 0, which apparently triggers some divide-by-zero errors. I'll switch it to 0.00000001 so it won't. The smallest size *radial* RealChute should fit on 0.3m sounding rockets. The other ones could use smaller sizes, yes. It is a bug in TweakScale that the module is even being applied to RealChute parts; please never use TweakScale on RealChute parts.
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Welcome to the happy reality of .90, where parts literally cannot be made to not clip.
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Jumbo 32 v1.4 NEW UPDATE. [RSS Config]
NathanKell replied to Whirligig Girl's topic in KSP1 Mod Releases
Neat. But you really don't want to be using 0 0 tangents with that, that will lead to essentially a step function. If you want it to LERP, you should use the slope between points as the tangents, or if you want it smoothed you can just average the in and out tangents for any point and use the averaged value for both. See the thread linked in the Dev "info" sticky regarding float curves. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Note that wing breakage is based on wing *loading*, so 6G is survivable if you have low wing loading, but not if high. That is, FAR checks the m^2 wing area divided the weight (i.e. mass * G loading), and if that's too small, the wings break. 150m/s is ~340mph. Think about how fast that is for a takeoff speed.- 14,073 replies
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Squad decided not to disable crossfeed on radial decouplers. I have no idea why. You don't often notice this in Stock KSP because most things you attach to a decoupler don't crossfeed *out*, only in. If you put a 24-77 on a radial decoupler, though, I dare say it would light.
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Unity 3d multithreading! 8)
NathanKell replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Unity is not easy to do multithreaded, but it's possible. PhysX is not multithreaded, but there's plenty of stuff Squad *could* offload into other threads. It just takes time and prioritizing, same as any other improvement. -
That latter bit is more or less what modern, well-made part packs do (and what, say, Porkjet did for Squad): share assets between models. That's not procedural, that's just good practice. As for why not? Because Harv et al don't like 'em. That simple. They've said it before and, if they ever mention them again, they'll say it again.
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Square-cube rule, though. The heavier the rocket, the lower the drag losses (mass, and thus the force->acceleration conversion in drag, goes by cube, but wetted area, and thus the force of drag, goes by square). For smaller rockets drag will matter more. Also, Saturn V had a horrific ignition TWR, so it paid for low drag losses with gravity losses. That said, unless you're doing something insanely squat you probably don't have to worry.
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Pwings are actually by DYJ (and Taverius); I've just been maintaining the code a bit recently. I would say that bac9's system is a much neater one, so unless you have .craft that need the old pwings, use bac9's.
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You can probably scale things based on the mass of Kerbin
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