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KSP2 Release Notes
Everything posted by NathanKell
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Yes. .25 *does* take up a good bit more memory--think of all the new assets Squad added (new kerbals, new building, new building interior, GUI art, etc). I have not edited the sun's flare effect. As I understand it, you can replace it in one of the assets packs.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
People asked for something like FAR "without that complicated, confusing GUI." Ferram delivered exactly what people asked. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
1. RO already is updated for the new fuels, although when densities changed the fuel amounts might need to change slightly. 2. I don't believe EngineThrustController is required anymore. 3. As for bringing FASA support up to date, I'm not sure what needs to be done; I hadn't encountered anything wrong. -
Thanks to you actually providing logs, I can tell you you're out of VRAM. Even if you're not out of process RAM, you ran out of RAM on your graphics card. You'll need to use lower-resolution textures for the planets, and maybe remove some part packs (not that there's much to remove) or use a higher level of ATM.
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mono.dll error
NathanKell replied to colin_in_space's topic in KSP1 Technical Support (PC, modded installs)
Please see the READ FIRST sticky. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
Pure deltas, I meant. Assuming you have a canard delta, you could make your control surfaces both pitch and flap, and both roll and flap, and then make the canards both pitch and flap. That would balance the pitch moment while still giving you some added lift. -
Control Surfaces Not Responding.
NathanKell replied to Lord_Potato's topic in KSP1 Technical Support (PC, modded installs)
If you are using hacked FAR or NEAR on Windows x64, you do so at your own risk. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Presumably by split control surfaces, for drag-induced yaw? That gave me an idea...- 14,073 replies
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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
Flaps work great. I use them on almost all my designs (except deltas, where they obviously won't work). -
Control Surfaces Not Responding.
NathanKell replied to Lord_Potato's topic in KSP1 Technical Support (PC, modded installs)
Yeah, that. QFT -
1. As of KSP 0.20, all assets are loaded independently: all cfg are loaded, all mu are loaded, all mbm/png/tga/jpg/etc are loaded. Every non-cfg asset gets a GameDatabause URL, which is the relative path of the asset, sans extension, starting from GameData. I.e. Squad/Parts/Command/Mark1Cockpit/model (the mu), Squad/Parts/Command/Mark1Cockpit/model000 and model001 and... (the textures). Only once all assets are loaded are Parts compiled: the cfg is read, to establish what model the part uses (if mesh=blah is used, the first model in the folder is picked; if MODEL{} node(s) are used, the models are explicitly specified.) Then the textures are looked up. The list of textures at the end of the mu is read, with the extension stripped. Then, if using a MODEL node, the node is checked for any texture overrides (i.e. texture = model00, some/other/path/to/another/texture ). If so, that texture is used; if not, then the linker tries to find some texture with the same path (i.e. Squad/Parts/Command/Mark1Cockpit/ ) as the model, with the name (sans extension) as specified in the mu, so if the mu wants model001, the linker will look for Squad/Parts/Command/Mark1Cockpit/model001 in the texture database. As I said, you must *not* have textures of the same name differing only in extension in the same folder. If you do, then there will be multiple entries of the same name in GameDatabase, and the one that was added first (i.e. with the alphabetically prior extension, m < p when sorting by alpha) will always be the first returned when searching for that URL. 2. That flag determines whether the mbm should be compressed to DXT1/5 (1 if RGB, 5 if RGBA) on load or left uncompressed RGB/RGBA. It is used for GUI elements and for normal maps.
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Taverio's Pizza and Aerospace (TVPP) has conformal RCS tanks.
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Yes, it was produced in collaboration with NASA. And the art is a bit closer to reality, yes (although the sizing is way off--nobody'd bother making a solid that diameter segmented, let alone the BACC). Also as usual they're modeled to look like oil cans, not (pill-shaped) pressure vessels (a shape hid in the SSRB by the aft skirt and the nosecone). However, the performance has little in common with real solid rockets, which: 1. Do not produce the same thrust at any given moment in time due to the shaping of the propellant. 2. Burn "rough", expelling chunks of unburnt propellant, which gives rise to *random* fluctuation in thrust 3. Extinguish thrust when combustion can no longer be sustained due to pressure drop. 4. And, of course, there's the Isp bug (affects liquid engines too): Isp affects thrust, not fuel flow, but not in KSP! In KSP somehow solid fuel burns faster (????) at ground level. There's a few other more minor differences too of course.
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Yeah, the Soviet engines thing is my problem, sorry. 8.1 as soon as I fix scaling and GUI.
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Because that's the highest resolution texture we could find, and dimonnomid didn't have a chance to paint a higher resolution one. We really know not all that much about the outer system; much is speculation. Mounti: as I told OnlyForSupport, I need the log. Obviously something is breaking, but the only way to know *what* the error is, is for me to look at the log.
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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 the Vernor in KSP isn't a vernier. That's why it's not called one. In fact, if anything the 24-77 is the closest thing KSP has to a vernier, though it needs a lot more gimbal range. Which might be why RO makes it a vernier. -
That's great, Lovad!
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Fix the RAPIER section to look as Starwaster says it should here. Dunno what I was thinking, putting the commas in the wrong place >.>
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
First, that's not really JSBSim for the engine, that's a little bit of YASim left, overlayed with a couple methods from JSBSim, and then about 50% entirely new code :] (The prop code *is* 90% JSBSim; the engine code is a goodly amount mine) You'd actually do best to convert thrust from EngineSim to shaft horsepower via an efficiency function (i.e. model the turbine part of the turboprop). You're not going to get anything like turboprop performance if you model it as a piston engine, even one that uses dynamic pressure as its ambient pressure (what ram air = 100% does). The horsepower-altitude-speed graph will be very different. -
Argh, I actually know what all those words mean now (thanks, modeling piston engines and RealHeat). Why am I making myself into an engineer? I was a *philosophy* major for crying out loud.
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LineRenderer, Arrows, circles oh my.
NathanKell replied to sirkut's topic in KSP1 C# Plugin Development Help and Support
RCS Build Aid does exactly this. -
Felbourn, thanks for the report. Odd. I would think TweakScale's rescale method would get called on all counterparts. I'll check it out.
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
That intake is as large as the ones on many early jets though. Consider the chin intakes (or wing root intakes) many early jets had, though in pairs.