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Everything posted by NathanKell
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Daze, check the stickied post at the top of this very forum for a link to the CKAN!
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Felger: Kerbal Alarm Clock does not. Transfer Window Planner does. -
Your wish is my closuremand!
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Trigger Au's Transfer Window Planner should also work just fine. Jupiter is about a 7km/s ejection burn and probably a 5km/s capture burn (much less with an aerocapture). That's assuming you nail the window, of course. Note that you'll not be circularizing your orbit, that's insanely expensive. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
use -force-d3d11-no-singlethreaded and that might fix the graphics issues.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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You might want to check this out, sounds quite apropos. (And we can always use new contributors, even idea-contributors!)
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Thanks! It's not a question of pressurization; *all* tanks are pressure vessels, but pressure-fed engines require highly-pressurized tanks. What you're talking about is boiloff. Many rocket propellants are cryogenic, which means essentially they need to be kept very cold. For liquid oxygen (a "mildly cryogenic" oxidizer) that means -178 Celsius. For Liquid Hydrogen ("cryogenic", and a very good fuel) that means -259C. As you can imagine, that's very hard to do with the sun heating it, so over time the liquid gets too hot and boils (turns to gas). That gas must be vented in order for the tank to not explode, and the loss due to venting is called boiloff. Some propellants, however, commonly called storables (because they are storable at room temperature) are not subject to boiloff. These propellants are usually chosen to be hypergolic (the fuel and oxidizer burn on contact, they don't need to be ignited). Also, for simplicity and reliability (especially when multiple ignitions are desired), the engines that use them are often pressure-fed. However, storable propellants usually have much lower performance than others, and are poor choices for LVs or departure stages, only coming to their own for long-duration missions (i.e. Saturn V was kerosene+LOX and liquid hydrogen+LOX, but the propellants used by the Apollo stack were all storable hypergolics). Can you post a screenshot to show the problem in your third paragraph?
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But @ and % don't mean replace, they mean *edit*. It just so happens that if there's only one thing to edit, editing it means replacing it, whereas with nodes, nothing happens unless you also do stuff to the values inside them @NODE[foo] { } does nothing because nodes are containers for values, they don't have values themselves. @ was chosen for good reason; if you're confused, say it out loud. @FOO { @bar = zzz } "At node FOO, at value bar, set it equal to zzz."
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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
Chris, that's awesome! (On both counts, but University > our KSP pleasures...). Thanks for squeezing in the update. -
Gaiiden, just download the dev version. Grab GameData from this link to the dev version (zipped) on github.
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- reentry
- omgitsonfire
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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
Yes, a log would be very useful. -
Configuring Engine Resource Consumption
NathanKell replied to CaptainKipard's topic in KSP1 Mod Development
An engine will consume a set amount of mass per second, as mentioned, though the above explanation is missing the factor of g0 (because it *is* actually weight, not mass, when Isp is given in seconds, it's mass when Isp is given as exhaust velocity). How that mass is converted to units is as follows: for each PROPELLANT, multiply ratio * density. Sum all that up. Divide mass consumed per second by that sum. This grants you a multiplier Now, multiply a fuel's ratio by that multiplier; that's the number of units per second consumed of that fuel. As you can see, saying LF=9 and Ox=11 is the same as 0.9/11 or 54 / 66. In stock KSP, the math is very simple because LF, Ox, and IntakeAir are *all* density 0.005 (0.005 tons/unit). That means you don't have to worry about density, which simplifies the above calculation. If you're using a resource that has a different density, then the volume ratio (the ratios specified in PROPELLANT nodes) will no longer equal the mass ratio. -
[WIP][.90][0.43]KSAEA Tech Tree and Game Rebalance
NathanKell replied to Pirsig's topic in KSP1 Mod Development
That sounds good. One way you can make a probe core bad is to vastly increase its electricity consumption; in particular, you want to set it such that it'll only survive one orbit or so, plus a cushion for transmitting the data. You also can remove its reaction wheels. This might be getting a bit far afield, but I would suggest: .625m tank in Start clone a probe core, give it high drain and no wheels. Clone LV-1 (call it LV-0) and give it bad stats (or don't, and buff the LV-1 to sane Isps) but a slight amount of gimbal (since there's no other way to control the rocket). That way you can launch small sounding rockets in start, and in Basic Rocketry (where you perhaps get the TR-2V and the 48-7S) you can make 0.625m orbital rockets. -
The question was about mods that lock themselves on Winx64, and the answer is "they don't lock themselves on Linux x64." It's true that mods that use native libs won't be cross-platform, though, but as you said they're few and far between. (Principia is another, but Principia will have its native side available for all three platforms.)
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
NathanKell replied to Claw's topic in KSP1 Mod Releases
As of .24, that bug with ModuleGenerator was indeed finally fixed. -
Thanks, that's most awesome! Regarding the xenon tank, I thought at one point it was the size of the radial monoprop tanks, but now it is clearly smaller, yes. As for measuring, um, you know you can click on the bar of the size tweakables, yeah, like for fuel? You can get any width and height you like, down to millimeter accuracy.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
If you don't have one anywhere in GameData, then...obviously you don't have to delete it, because you don't have one.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Identify this mod and issue
NathanKell replied to Kerbal007's topic in KSP1 Technical Support (PC, modded installs)
You're using Ven's stock revamp and another mod that modifies stock parts (like KSPRC for example). Pick one or the other.