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KSP2 Release Notes
Everything posted by NathanKell
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Turning off the new wheel autostrutting?
NathanKell replied to ZodiusInfuser's topic in KSP1 Mods Discussions
@ZodiusInfuser yeah I made those methods public so IR can kill the strut, move the joint, and then recreate the strut. -
This only ever renamed the vessel, not the kerbal herself. AFAIK. It also, as Brian says, broke things badly.
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Nope. 10char
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Doesn't happen for me. Didn't happen for Jim either.
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v11.0 Port to KSP 1.1, thanks to taniwha, Agathorn, Starwaster! Make sure clamps with the pump do pump EC even when the EC is not in a ModuleFuelTanks tank. Change boiloff to use wetted tank area and other boiloff improvements. Temprorarily remove TweakScale support until we can get it non-buggy. Infinite Propellants cheat now allows reignition even with no ignitions remaining / no ignitor resources remaining.
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v11.1.0 Update for KSP 1.1.2 Fix a typo in an atmosphere curve preventing Sigma compatibility. Support for Pluton and Charon to use SigmaBinary if installed (thanks Sigma88). Further KillAshley material optimizations. Kopernicus Asteroid support thanks to PhineasFreak. Launch site fixes thanks to Specimen Spiff. Fix an issue with KSPAVC.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
v4.1 Update for KSP 1.1.2. -
@AlamoVampire I can tell you that Jim spent a ton of time trying to figure out what _might_ be causing crashing in the editor, and doing everything he could think of, but without actual repro steps we're poking sticks at glassware and hoping to break the right glass.
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Explained in the dev notes.
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Kerbals take the internal temperature of the part they exit from. What was the internal (not skin) temperature of the part you exited from? What was the kerbal's temperature on exiting?
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I'm not sure--I don't know what magic goes into kerbals on parts or scenery that might interrupt basic physics. Give it a try!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Whoops. Hit the wrong key I guess, it was sure meant to be a comma. Glad it's working!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
@Vegemeister @silvermistshadow @PART[*]:FINAL { @MODULE[ModuleWheelDeployment],* { %shieldedCanDeploy = True } }- 14,073 replies
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There is Saturn V, there is Project Orion launching a cubesat, and then there is KSP magictorque.
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1.1.1 phantom force?
NathanKell replied to Brainlord Mesomorph's topic in KSP1 Technical Support (PC, modded installs)
Please test this in 1.1 and 1.0.5. Use a single part craft (like an EVA kerbal) and see what kind of orbital drift you get. -
[WIP] Vodorod: Engines pack for RO. v0.1
NathanKell replied to SirKeplan's topic in KSP1 Mod Development
Awesome! -
1.1.1 phantom force?
NathanKell replied to Brainlord Mesomorph's topic in KSP1 Technical Support (PC, modded installs)
The issue here can indeed be seen in 1.0.5 and 1.1 in a single part vessel (kerbal on EVA, say). I have gotten it down to only 6 meters/second change in Munar Pe right after the TMI burn, which is at least an order of magnitude better than 1.1 / 1.0.5. -
What do you mean by "recognize as gravity"? The kerbal has one velocity, the ground under them another, so they will be constantly be pressed upon by the surface. There isn't something "extra" about centripedal force, it's just a name we give to that interaction.
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Bodyloader: A lightweight body modifier PLEASE ADOPT ME
NathanKell replied to NathanKell's topic in KSP1 Mod Development
I'm happy as long as this codebase gets some love. -
Bodyloader: A lightweight body modifier PLEASE ADOPT ME
NathanKell replied to NathanKell's topic in KSP1 Mod Development
@WillThe84th ah, great! Tbh C# is quite close to Java, so you shouldn't need that much conversion. I'd suggest googling for C# for Java Programmers or something, that might help. For KSP's flavor, check the KSP wiki and the tutorials in the stickies? Should be good stuff there. -
I looked at this a fair bit. I think what's going on is people have too high a periapsis, not too low. The Mk2 and Mk3 parts are designed to be able to reradiate well; they have a nice high max skin temp, and a higher internal max temp. By contrast, the Mk1 parts need to not sit there and bake. So try for a 20km periapsis instead. Fly at the maximum AoA you can--85 degrees or so until you can't hold it that high, then keep the nose as high as you can. With that I reentered the Aeris 4A with no trouble at all. Remember that heat is proportional not to density but the square root of density, whereas speed loss is proportional to density. That means that you should get lower faster, up to the limit of the flux your parts can withstand.
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@species aw, thanks! @Korvath85 I work on RO in my free time, (stock) KSP is my job.
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Yep, we're chugging along...