-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Are you applying new costs to the various engines? -
Here is the most recent thread on this topic.
-
Realism Overhaul Career Mode Discussion
NathanKell replied to OtherBarry's topic in KSP1 Mods Discussions
A plugin could be written that locks out flight controls but allows right-clicking but that doesn't require RT2. So that could work. Further, most early sounding rockets were parachute-recovery, and that is simple enough to do at low tech levels. Recovery of data shouldn't be an issue/ I am very, very strongly against mission-based progression in this case. While RPL is awesome (and was awesome and will be awesome), what we should be talking about here, IMO, is not RPL. It should leverage stock mechanics as much as possible. We need to make an uncrewed variant of the altitude record contract, but we should let it give some science in addition to what the player collects via science mechanics, not be the only way to proceed to the next mission. As to the CTT, the problem here is this. I don't think you can shoehorn Squad's "tech tree as tutorial" / "kerbals are cheap and easy, batteries and probes are hard and expensive, and let's not talk about (gasp) smaller parts, those are super-hard!" approach into working for RO. And that approach is by and large what the CTT does, since it's for mods that add to KSP, rather than change KSP. -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
RealHeat is currently in limbo. As it stands the reentry simulation provided by DRE is not exactly realistic, although it forces you into some real constraints. Depending on if we can get RealHeat sorted fast enough, I might put together a quick patch for Semi-RealDeadlyReentry or something. -
Realism Overhaul Career Mode Discussion
NathanKell replied to OtherBarry's topic in KSP1 Mods Discussions
Well, we had sounding rockets in the 1930s... We'd need some *really* early engines for RO, I think: the early Aggregat engines, the WAC Corporal sustainer (which became Vanguard-Able / Able/ Delta), Vanguard itself, the R-5's engines (Russia), etc. We most certainly could not have had a shuttle, let alone STS, before the late 60s if not 70s; we could have had DynaSoar hot-structure RVs, but only by the mid-late 60s and they sure as heck weren't very reusable. See also ASSET / PRIME. As for rovers, you'll note that Lunokhod, the first rover, was at the same time as Apollo 11. Wheels in space are...not so easy. Neither one was really viable until the late 60s, even for wonky prototypes. Looking at the tree itself, I would suggest: Start for sounding rockets Basic rocketry for Vanguard level stuff, or Thor / Jupiter / R-5 General Rocketry for R-7 / Atlas Stability for 3-axis stabilization via RCS and controllable probe cores (Agena/CORONA), also maybe stick Electrics here? Survivability for Voskhod / Mercury capsules (landing legs for way later). Flight control allows the first actual probe-sized probe cores. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
You might consider making some engine-independent boattails? Like an insterstage fairing but upside down. Should satisfy all concerned. -
NEAR is killing me.
NathanKell replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
It's also worth noting that, if you're relying on control surfaces for control, you really won't get much authority in the upper atmosphere, let alone the near-space region (30+ km). Use engines with gimbal. -
Ah, it may be that KSP is much faster doing it these days. Last time I tried was in .22 or so! As for land being white, that's because you're seeing the alpha channel. Load the image in an image editor, you should see normal colors in RGB, and land/ocean in Alpha. If you're using Photoshop, get SuperPNG and have it load PNG alpha as alpha, not transparency (PS has problems with PNG files...)
-
Realism Overhaul Career Mode Discussion
NathanKell replied to OtherBarry's topic in KSP1 Mods Discussions
I've asked Arsonide to fix that stuff for 0.90, we'll see if s/he is allowed to. I've also posted an issue on the RT2 repo about the right-click-only SPU/command module, shouldn't be too hard to make. I would not advise spending time on the test part / tech unlock thing; instead, I would suggest relying on Dangit (or whatever) to handle part failure chances, and giving bonuses to reliability on "test contract completed." Tech-based groundstations was the original plan (or rather, you could buy upgrades for them, themselves limited by tech), it's worth posting an issue inquiring about that. Sounds good. I actually have mixed feelings about plane tech. IMO pwings etc should unlock at the start, as should old-timey jets, but the rest of it not so much. Let's recall the F100 is 1970s kit, and the J58 mid-sixties; the spaceplane parts with integrated heat shielding should not be unlocking until after you have regular moon flights. I actually *don't* think having spaceplanes at the end of the tree is unrealistic. Same for rovers; the rovers and planes that are unlocked late are *space-capable* rovers and planes, and it makes sense that they would not be available until roughly the late 60s. Other than shuffling the unmanned and RCS-related nodes earlier, and placing the first capsules in survivability, I don't think the stock (or CTT) tree needs *that* much rearrangement of nodes. Of the parts *in* the nodes, sure, but the node order isn't totally nuts. -
Can't be first part in editor
NathanKell replied to Crzyrndm's topic in KSP1 C# Plugin Development Help and Support
Needs to allow both stack and radial attachment to itself. -
NEAR is killing me.
NathanKell replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
No, CoM never needs to be lower, unless you need more control authority (which, if you start the turn at the proper time/speed, you should not). You want the CoM as high as possible in a rocket, always, again unless it becomes too stable. -
braininator: ah. *No* planets get procedural textures in scaled space; the only procedural part of planets is the PQS (the terrain you see when close up). Gas giants don't have PQS (i.e. only have scaled space models) and thus have no procedural component. The way things normally work is, for non-gas-giant planets, you create the terrain via PQSMods and then export maps to be used in scaled space (and possibly touch them up manually, too). You could of course automate that process, although the rendering is quite expensive (IIRC it took me about 11 minutes for a 4096x2048 map for Kerbin)....as for gas giants, you could write, either in Cg as a shader or via C# and render to texture, a gas giant texture generator.
-
Ah. Sounds like you need to update the mod. Please redownload from the OP.
-
Realism Overhaul Career Mode Discussion
NathanKell replied to OtherBarry's topic in KSP1 Mods Discussions
Other than "test parts in orbit" and "test parts suborbital", and possibly the kerbal-rescue code, all of which could be fixed by a plugin that changes contract stats after they are generated, AFAIK all contracts should work fine with RSS. Prices for RO should not be terrribly hard; what is mostly needed is research on how much various things (in particular RCS thrusters, capsules, heat shields, engines, and rocket stages minus engines [aka KSP's "tank" parts) cost. Note that fuels already have correct costs; there, I am using the standard of one fund = $1000USD in 1965 dollars. In addition, last I checked, the engine prices calculated by my Calcs sheet are surprisingly close to that standard. :] That should, in fact, lead to a decently balanced career, actually, so long as we have recommended slider settings for all the sliders, to account for needing larger payouts, and *probably* adding some "crewed space" contracts with large payouts because KSP assumes kerbals will not be more expensive to fly than probes. What we will need, however, is a way to have a partmodule that locks flight controls but allows right-clicking (I had one back in the days of RT1, but...). That would allow unguided probes, and let us make *guidance* quite heavy. I think an RP0 is quite doable on that basis, with historical parts but without the historical missions of RPL, and using the stock tree's nodes or CTT's (although perhaps reorganized). -
Augustus, I'm sorry, but really, what part of "I'm too busy right now" are you having trouble understanding? I just said that, again, on the *other* thread you asked me to remake a mod on.
-
It's done by the PQSLandControl PQSMod.
-
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
AFAIK that's visual only. -
NEAR is killing me.
NathanKell replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
Try a smaller initial tilt, perhaps? Also, don't start your initial turn until about 110m/s (I'd say 100, but 1.31 starting TWR is quite low). -
Forum Veterans [And New Members!]: What was your first post?
NathanKell replied to Starwhip's topic in Welcome Aboard
I...kinda began as I intended to go on, I guess. (In ialdabaoth's Deadly Reentry 2.0 thread):