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Everything posted by NathanKell
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I think it's time for one of these... We now return to your regularly scheduled thread.
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Quite. 10char
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Northstar1989: I am quite doubtful that a radiator would be stressed for atmospheric deployment; by my comment I meant that the payload's radiators would be inside the fairing along with the rest of the payload, since that would be the only part of the vehicle that would *have* radiators. It would seem to me that a radiator would not behave well under 1.5atm of pressure (which is about the static + dynamic pressure peak you'd get on ascent)... A good point about disabling them if shielded! And thanks very, very much for toning it down a bit, much appreciated. I've got about a million juggle-balls in the air so alas I don't have tons of time for RF. Swonnr: as mentioned, RF isn't the place you want to go if you want something designed for stock-scale KSP. Because you can't both have realistic engines and keep scale in mind...that's pretty much 100% contradictory. Your best bet might indeed by Stockalike RF Configs, and maybe with useRealisticMass = false ? Northstar1989: As far as I'm aware, RF doesn't include any engine configs and I removed the KSPI config. I'll check again...regarding the tanks, I'll try to get to them at some point, but as I don't have the parts it's a bit of a struggle. PRs always welcome, however. A final note: With 0.90 fast approaching, I'm going to just release a slightly-updated version of the preview release on git so there's a final solid version for 0.25, and so I can focus on getting RF (and in particular taniwha's rewrite of MFT/RF) to work for .90. If you have any PRs you've been about ready to submit, now would be the time.
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Realistic Solar System Crafts - MEGATHREAD
NathanKell replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
As most of you may know, I've been working on Realistic Progression Zero, an ultralite career mode for RO (prices! contracts! tech!). To test it out, I've played through about 1962 or so in terms of technology development. Here are the craft I've used (I have not yet done a lunar flyby, mostly because we don't have something as light as Pioneer 0). All craft use stock parts (with Ven's Stock Revamp), Proc Parts, Proc Wings, and Proc Fairings...and nothing else. They thus can be a tutorial of sorts for RP-0. Most are (mostly) real. in the descriptions, I explain what's real and what's mostly-real. I snuck in a couple action pics at the end, using pingopete's awesome RVE. All pics 2560x1600, so click that "view full size" option! -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Hmm. I know that in real life the descent G max was 11 on the suborbitals. When you splash down, is it a 500km ground track? Do you do retrofire slightly after apogee, at the fire attitude? Are you using the Mk1 pod (with what chute(s)?), or the FASA Mercury with the parachute and cap? -
In 8.3 every instance of SSColor32 in the RealSolarSystem.cfg file was changed to SSColor for consistency. That means that any patch that does @SSColor32 will fail. That's presumably what it is. Any patches for RSS need to be updated to always use SSColor.
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capran: can you tell me which texture pack you're using?
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Just out of curiosity and not out of dead-horse-beating, can you say why you didn't? Want to make sure nobody else thinks it unneeded...
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- reentry
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
It's not just that--*all* propellant tanks are pressurized. Ullage would work less well, and pump-fed engines' pumps would have to work much harder, were that not the case. See the iconic spheres next to the J-2 engine on pictures of the S-IVB? Pressurant. (IIRC) (Thus all tanks are pressure vessels and thus tank dry mass scales with volume, not surface area, incidentally.) What's different about the tanks used for pressure-fed engines is that they're *highly* pressurized. To do that, you need very strong walls, and that's where the extra mass comes in. Solid rocket motors are the ultimate example of this: their entire structure is a combustion chamber of very high pressure, so they need incredibly strong walls. What's different about balloon tanks is that their walls are so thin that they will collapse if they are ever under no pressure at all. -
Klankheed Marcus: Yep. You can get everything back through .23.5 on the repo's releases page. Let me know if you need something earlier, versions go back to .22. Fizwalker: Awesome! Adding launch sites is very easy! Just copy and paste a site in LaunchSites.cfg, change its id and name, give it new latitude and longitude and elevation, and test it. If the numbers are off, tweak. Here's some docs on the parameters. As to the issue...pics? log/craft/modlist?
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Real Solar System - Community Science Logs
NathanKell replied to Felger's topic in KSP1 Mod Development
Could not have put it better. NdT can be funny, but in a *very* different way. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
pingopete: I grabbed the latest from the repo (well, before my PR) and it just worked. Truly awesome! -
Yaivenov: We have made most engines radially attachable, IIRC, and we can do it for more of them. Bender222: It shifts the center of mass of the pod to allow you to perform a lifting reentry.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
It's worth noting that despite what it says, it really needs RSS 8.3. -
Awesome! Thank sarbian though, his DDS loader (with help from shaw and others) made this possible. Me, it lets me run RVE:
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Real Fuels includes a correction: Isp is a measure of the thrust one gets from fuel, and fuel pumps don't magically work faster at sea level, so instead of fuel flow varying with pressure, thrust does. That means the thrust you get in vacuum is not the same as what you get at sea level. In Mechjeb's Delta V Stats window, click all stats. SLT is your Sea Level TWR. (Then click on the columns you do want hid). I suggest looking at the RO wiki (linked in the OP) which will explain that and many other things.
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Can you both post your logs?
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Tada! B787_300
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https://github.com/Biotronic/TweakScale/releases
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No problem!
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Um, the license you have on the Curse page doesn't match the one in the zip. Can you decide on which license you do want, and then add it to your opening post? That said...cool mod!
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Real Solar System - Community Science Logs
NathanKell replied to Felger's topic in KSP1 Mod Development
Yes, the main idea is it should be, for the average RO player, (1) interesting and (2) not jarring (i.e. does not ruin suspension of disbelief, does not feel out of place in the real universe, etc.). Humor per se is fine; humor in the stock ~lolsokerbal~ mode is jarring.