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Everything posted by NathanKell
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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
Nitrous Oxide: Any files in a PluginData are *not* loaded automatically by KSP at startup, and thus ATM does not touch them. Files in PluginData must be loaded manually by mods. -
Please set your clock to "Earth time" rather than "Kerbin time" in KSP's settings menu.
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mecki: awesome, thanks! As for mechjeb, I guess so? We don't restrict it yet. I've always seen Mechjeb's abilities as more like "hey, you people over in the Plotting section, draw up a transfer orbit!" Bender222: All early US satellites were launched with final solid kickstages; that would be the Baby Sergeants or the X-248. You use the RCS on the AJ10 (or Juno nosecone) to spin up the final stage at apogee (and point it at the horizon), and then you stage away the second stage and ignite the solid(s). Here is an album showing a Vanguard launch (due to unavailability of Vanguard's original kick stage I used two of the three Baby Sergeant stages for equivalent delta V).
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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
No problem. :] -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
Yes, please install RO via CKAN, then manually install RP-0 and its few extra requirements. CKAN is there exactly to avoid that sort of issue. -
Psawhn: You're conflating Real Fuels and Proc Parts, which is part of the issue. RF supports: in MFSSETTINGS (i.e. default): baseCostPV: cost per unit of volume in the tank. Default unless overridden. in TANK_DEFINITION: baseCost (works like basemass, takes either a fixed amount or an amount * volume for cost per unit volume), overrides the MFSSETTINGS one for that TANK_DEFINITION. in a MODULE: works as above, overrides the TANK_DEFINITION's. in a TANK: cost: applies an extra cost per unit of volume of the tank (i.e. tank.maxAmount / tank.utilization) above and beyond base cost, just like mass vs basemass. Can also be done in a TANK override in a MODULE. Proc Parts supports costPerKL in a ProceduralPart MODULE, which sets the cost per thousand liters, and costMultiplier in each Shape to multiply the costPerKL. Same for ProceduralSRB. The RF cost is tallied (along with all RF resources' costs) and added to the base part cost (set by cost = foo in the cfg), and the Proc Part cost is added on top of that. For RP-0 we decided to make the base cost 0 for parts with RealFuels, since RF itself will add cost; the exceptioin is Proc Parts, which get a slight extra cost. Oh, and parts that have a defined basemass (i.e. replica parts, like the Mercury pod or the Atlas core) also get to keep their normal cost, with RF added on top, so we can exactly replicate the cost of the stage (that's the HAS[~basemass[]] bit). mecki: That's a good idea. I though the FAQ covered that, but it needs an update I guess. Kesa: yeah, I probably should make RF do that too...
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Looks awesome! In terms of moar things, though, also wind altering by position and by altitude would be great, but that might be out of your scope
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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
Andrewmacor: it makes it possible to do so. I don't ship any myself, though. And, haha, forgot to update the OP! StoryMusgrave, Sparker, and WarrenSchultz, your issues are fixed. v3.5 \/ *Fix non-PROPELLANT RCS *Change how thrust scaling works: now thrust is scaled by thrusterPower correctly (I trust), and precision mode is always "10% thrust" rather than varying based on placement. *Made rotatation/linear restrictions toggleable in the VAB. -
DBT85: if a mod author did not put the mod on CKAN, please don't bother them about CKAN. Please take it to the CKAN thread. m4v: Ah, yeah, refactoring, ever life's bane.
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robinxb: known issue, fixed in current-released RO. Update! See the engine ignitor thread (where you crossposted) for my response to the ignitor question. JonSpace_CEO: as of now, the tech tree does not go much past 1962, and doesn't have many other mods supported. So there is no supported option yet. We'd love help changing that though! mecki: yep, it's not on the list of supported mods so it isn't supported yet. However, it should be very easy to make supported, just adding the partnames to the tree.yaml file. Wanna send us a PR? m_robber: That's odd. Anyone else seeing that?
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peadar1987, that sounds awesome! Please let us know on the RO thread, we'd probably like to either roll that into RO or make it a recommended mod for RO if you release it separately. Taki117: It should be needed only once, but if it's needed more than once let me know. :\
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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
robinxb: did you have the right propellants available? Was your fuel state "stable"? Mitchbra: Welcome to the forums! Just because one of the engine's configs has lots of ignitions doesn't mean all of them do. That engine only got reignite capability in later models. The 'default' model is the one with 16 ignitions, but if you don't have that config unlocked (the 8247 config) you won't get the ignitions. The 8247 config does not unlock until Flight Control, IIRC. The zipped files should *never* be unzipped if you're playing with RealFuels. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Yes, *that* problem is the resolution of the biome, as we mentioned. -
Should jet engines be fixed or not,ever?
NathanKell replied to camlost's topic in KSP1 Suggestions & Development Discussion
Fixing the Isp bug would only make jets even *more* broken, since their Isp curves have higher Isp at lower pressure, whereas in actuality they should have *less* thrust at lower pressure. -
Atmospheric scattering!
NathanKell replied to tajampi's topic in KSP1 Suggestions & Development Discussion
And by fine level you mean "90% of the terrain beyond the generic features" and, in the case of bodies without heightmaps, 100%. Seriously, about all the heightmap does is say "this is water, this is land, this is mountains"--*all* the rest, the hills, the fine coastal details, etc.--that's all procedural. With a fixed seed because Squad doesn't like randomness, but procedural. -
Oh, I agree entirely that the aero needs to look at the entire shape of the wing, not individual game parts. And I further agree with you that we have choice now. But I hope you'll agree (as my prior, and perhaps over-snarky, reductio hopefully showed) that we don't have meaningful choice. 1. All engines have the same TWR and Isp but are different sizes <<< choice. 2. Engines have varying TWR and Isp <<< meaningful choice. Same with wings 1. You can use whatever wing shape you want <<< choice. 2. Various wing shapes have varying advantages and disadvantages <<< meaningful choice.
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I guess subclass handling changed in PartModuleList in .90? Always before RCSBuildAid had no trouble with ModuleRCSFX, I'm surprised it needed a fix.
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Here's some ideas: https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/CostHacks.cfg#L38 (Start there, read down). I suggest you set the price of all fuel tanks (PP and non-PP) to 0.1 and let RF handle the cost.
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This has been an airline flight, and like all Delta flights we have to fly through Atlanta first. Now, to your final destination... Moved to Addon Dev, since it's an addon-making tutorial.
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That would equate to "TWR" and thus make the wings with greater lift-to-weight strictly better, yes? But engines don't have just one efficiency stat, they have two, and it's the combination of the two that (IMO) leads to good gameplay: one wants high TWR engines for lifting off, and high Isp engines for use once in space. Wings can be similar: one might want high lift-to-weight wings at low speed, and high "supersonic efficiency" wings at high speed. If all wings behave the same at any given velocity, that kind of beautiful gameplay choice is lacking. Does that clear it up better?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
Just a general note, when downloading EVE Overhaul, you don't download the repo. rbray kindly uploads a zip every time he commits something. 1. Go here: https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul 2. Look at the list of files. Note x86-release.zip and x64-release.zip at the bottom? 3. Download the correct one (click on it, then click "view raw")