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Everything posted by NathanKell
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
It's worth noting that, in DRE, a part will start "burning" at 85% of its max temperature. This is why, for heat shields that top out at 1530C, you want a maxTemp of over 1800, and it means your 800C-max-temp fuselage will start burning at 680C (which is about Mach 2.7 at sea level, for reference). -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
You have almost no vertical tail at all, and almost no horizontal tail in pic 2. Look at how big the tail fins (both the tails and the stabilators) are on, say, an F-15. And then recall for the vertical tails, it has *two*.- 14,073 replies
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Thanks. v8.1 *Fix my stupidity; I forgot to change some of RF's own patches to account for the new resource names. *camlost: fix tank name for new FS. *Fix applying changes to resource amounts more than once on TweakScale rescale. *Change FS fuselages to calculate their own basemass. *Fix a GUI click-locking issue. *Remove old/broken KSPI interaction config; a new one is in the works by dreadicon and Northstar1989.
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RealFuels KSP-Interstellar Integration Config
NathanKell replied to Northstar1989's topic in KSP1 Mods Discussions
I have pulled the existing KSPI_MFS.cfg file from RF v8.1, pending its replacement with the result of this thread (absent any engine configs; RF will not ever ship with engine configs.) -
[DEAD] Kerbal Modification Catalog
NathanKell replied to TheAlmightyOS's topic in KSP1 Mods Discussions
This sounds very interesting. -
Air-Breathing Rocket
NathanKell replied to JMBuilder's topic in KSP1 Suggestions & Development Discussion
Technically, the two jets in KSP are *exactly* this; they *really are* air-breathing rockets, not jets. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
No, converting EVE's textures to dds is not going to work. EVE needs many of them kept readable in memory, and DDS is never kept readable (at least the way Sarbian wrote the loader), it's shunted straight to the GPU. (Some of) the detail textures you can convert, but the cloudmap for example you can't. -
[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
Bug was reported a looong time ago (.22 or so), and until you posted your mod I had thought that when Mu said the rescaleFactor bug was fixed in .25, he meant *all* the ways it's bugged. -
regex, hope you feel better! Northstar1989: I have pulled the existing KSPI_MFS.cfg from RealFuels, pending inclusion of your and dreadicon's updated one. I will only post about that topic, going forward, in the topic you created for it; I am not going to try to keep up with your crossposting and I ask others to not post about KSPI-RF integration here either. Regarding boiloff, it will be in the next major version; I don't have time to redo the whole system for 8.1. Regarding the NovaPunch tank, thank you for that. I will endeavor to update RF configs for current Novapunch for RF 8.2, if no one is kind enough to do a pull request by then.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
I see nothing wrong with the cfg for the shield, so my guess is you might be attaching via the wrong node. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
Yes, it only locks for Winx64. It warns but works (as far as anyone has been able to test--bugs may be possible) on OSX. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Awesome! Just a note, the OP says 9/18 not 10/18 for the date -
Glitching Mods....
NathanKell replied to DARGON606's topic in KSP1 Technical Support (PC, modded installs)
Update your mods. -
[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
TheClaw: You're most welcome! Re: scaling, take a part like the Mk1 fuselage (or anything with a MODEL node and non-1.0 rescaleFactor) and make it the root part of a vessel. Launch the vessel, then revert to launch. See if it changes size. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
Increase wing root. Attach control surface. Decrease wing root. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
NathanKell replied to bac9's topic in KSP1 Mod Releases
.25 has a few hundred MB more stock textures (new building, new characters, etc) so don't be surprised at being able to use fewer mods.- 4,460 replies
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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
Super helpful! The radial decoupler fix is especially awesome. -
12 hour day would be optimal, but then the "day" reported ingame on the clock would be either 2, or 1/2, Kerbin solar days.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
I'm working on a patch. FAR has changed a fair bit since 0.9 was released. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
I just made a 2-stage launcher with quite low TWRs that takes ~3350 to get to orbit (that's "give it 3400 vac dV, have 50 left at 75x75km", not "how much dV did Mechjeb say I expended" which would be less). I have no doubt that a low-drag, high-TWR launcher could manage closer to 3000.- 14,073 replies
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- aerodynamics
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