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KSP2 Release Notes
Everything posted by NathanKell
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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
Then you don't have it (or something) installed correctly. I would think, if FS did that, people would complain quite strongly. Therefore I'm guessing the issue isn't on Firespitter's end. -
You try running a H-1 on LH2, or a RL-10 on kerosene, and see what happens. That said, H-1 is a booster engine with a low area ratio (optimized for low-altitude), running on an open cycle (gas generator, and the exhaust is just dumped; J-2 and F-1 at least exhaust into the nozzle). RL-10 is a vacuum engine with a high area ratio (in fact, it will flame out if you try to run it at sea level, or at least Very Bad Things will happen--flow separation is not fun) running on an expander cycle (much more efficient, only works with LH2 and with <300kN thrust). You're going to want to treat the H-1 as the Mainsail, basically (with slightly lower Isp than the F-1), and the J-2 more like an LV-Tx with 200s sea level Isp, and the RL-10 as a megapoodle with 0 sea level Isp.
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How to get support for modded installs For help with stock versions of KSP, please check the Stock Support Forum. First, you should follow these troubleshooting steps Following these steps resolves ~90% of all mod-related issues, which allows you to get back to playing and allows modders to spend more time focusing on the ~10% of issues that require their attention. Make sure all your addons are up to date. Bugs get fixed all the time, and there's nothing worse for halting development of features / fixing of bugs in a mod than for a modder to be made to think a bug they have already fixed has returned. Please: make sure your mods are up-to-date. Make sure you have all your addons installed correctly. Addons need to be installed exactly as they tell you to in their readme or opening post; if they don't say how, then follow this simple guide: Find out if there is a GameData folder inside the archive. If there is one folder at the root of the archive, look inside it, and so forth. If there is a GameData folder somewhere in the archive, take all the stuff inside the GameData folder in the archive and extract to (your KSP folder)/GameData/ If not, then you should probably extract all the stuff in the root of the archive to (your KSP folder)/GameData/ -- but note that some mods (like Universal Storage) have the folders you should extract into GameData inside a containing folder; in that case you should extract the folders inside the containing folder into GameData. Check the stock help sticky and stock known issues sticky: you might be running up against a known issue in KSP itself. Self Help and Reporting Guide. Check to see if the issue was already reported. Search the mod's thread (using the "search in thread" option) and search this forum (using the “search this forum" option) to see if the issue was already reported. If the mod has an issue tracker (see below), check to see if the issue was already reported there. Reporting an Issue after you have followed the troubleshooting steps To report an issue, please follow the following instructions. An issue report should contain the log, a set of reproduction steps, and be done in a clean environment with a list of the mod(s). If you don't follow these instructions, modders will ask you to do so before providing help, and that just slows everyone down. Note that a number of mods maintain their own issue trackers. If a modder mentions (for example in the opening post for the mod, or the readme) that you should post your issue on their issue tracker (for example the issue tracker on Github) please do that rather than posting your issue here, but follow the same steps. The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. DON'T paste the entire log into a thread post! That unnecessarily bloats the thread. Here is where you can find the log: Windows: - 1.8 or newer: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\Player.log - 1.7.3 or older: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) or %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt Mac OS X: Open Console, on the left side of the window there is a menu that says 'Reports'. Scroll down the list and find the one which says "Log Reports", click that. A list of files will be displayed in the top part of the window, in there will be Player.Log ( Files>~/Library/Logs>Unity>Player.log ). Right-click on it and select "Reveal in Finder". Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log All files (logs, screenshots, saves and ship files) submitted for support requests must be uploaded to a file-sharing service and linked to in your support request. NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log The Reproduction Steps These are essentially a recipe on how to cause the bug. If you don't include reproduction steps, the modder won't be able to reproduce the bug, and then can't fix it. The more detailed you make this, the better. Leave nothing out. Leaving out details can make bugs impossible to reproduce, and thus, impossible to fix. The gold standard for reproduction steps is an unedited video of you causing the bug. Clean Environment If the issue stems from one mod, try to replicate it with only that mod and its hard dependencies in a clean KSP install. If the issue stems from the use of several different mods (for instance, Procedural Wings are still producing lift underneath a Procedural Fairing while FAR is installed) then get a clean install of KSP and install only the mods (and their dependencies, if applicable) in question. This may seem like an extreme measure, but it ensures that only those mods (or the stock game) is to blame. Despite how complicated it may seem, it is actually quite simple to do (even for Steam users), as you can simply copy your install directory elsewhere as needed. It's especially useful since interaction bugs are some of the hardest to nail down; something that appears to be a bug in one mod might actually be caused by something else. Regardless of how many mods are installed, you should include a list of all mods installed with their version numbers; a screenshot of your GameData directory is not sufficient, as it does not include version information and some directory structures may hide what mods are installed. Obviously, this is easier if you reproduce the issue with fewer mods. Example Issue Reports Note that this report has narrowed the problem down to the minimal number of mods (DRE Continued and its dependency, Module Manager) and the minimal craft necessary to cause the problem.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Can't ask for more than that. And yeah, don't I know it. But at least for the atmosphere shader, you should be able to use what you have as basis, right? (And/or replace the shader on the AFG object). -
Soyuz 7K-T & 7K-OK - MERGED WITH SALYUT PACK
NathanKell replied to raidernick's topic in KSP1 Mod Development
FAR? No FAR? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
Woo, new converts! The one time MJ's thrust calculation should be off is if you're in atmosphere and you're looking at the "TWR" in the Delta V stats panel. Click All Stats and you'll get a SLT column (Sea Level TWR). This is because RealFuels corrects an issue in KSP where fuel flow changes based on Isp to keep thrust constant (which is weird; does the turbopump somehow pump harder at sea level?) to real life, where Isp determines thrust and fuel flow is constant. Not sure why MJ is failing to do attitude adjustment and burns though--although MJ still doesn't know the stock gimbal supports roll, so there's that. (Sarbian is fixing, but on vacation right now). -
I too have been wishing I could specify the amount each thrust transform will add; right now it's a flat thrust = 1 / (num_transforms). With that we could have the gas generator exhaust act as a vernier
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You can try using RSS with just the plugin, no CFG. Hit ALT+G during flight and mess with the clip distances.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
The things on that page were run on hardware from 2007, FYI. -
Presumably it's the transformation to screen space and it loses precision?
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
Lilienthal: Huh! Neat! Gustav's a pretty cool guy, yeah. In fact he features in the background of RftS (Which I will eventually get back to...eventually.) I'm assuming that he and Hugo Junkers got on great (goodness knows they shared interests both technologically and politically). Re: your TACLS issue, it sounds like you have regular TACLS, not TACLS 0.9 pre#4. You have to use the pre-release, not the version from the OP. Get it here. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Vectura: you get a choice: do you want parts' shape to matter? (i.e. spindly rocket with nosecone more aerodynamic than big squat flat thing). Or do you want mass, and mass only, to matter for drag? If you do want shape to matter, then the flipouts will occur. They go hand in hand. If you don't want flipouts, then drag *must* be *only* proportional to mass. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
NathanKell replied to Raptor831's topic in KSP1 Mod Releases
Is your engine supported? What engine is it? -
Yes. Interstellar models the RAPIER (and the B9 SABREs) as their actual selves, which means you need to add precoolers in order to keep the temperature down at high altitude. Check the Interstellar thread for details.
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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
Yes: reading the OP. RealChute is *procedural* now. Read the OP, it explains how to get all the options. -
[WIP] Planet Randomizer 0.2.4 (2014-09-21)
NathanKell replied to metaphor's topic in KSP1 Mod Development
Woohoo! Great to see this in action! -
It'll be engine.requestedThrust, multiplied by engine.velocityCurve.Evaluate(currentSurfaceVelocity.magnitude) if there's a velocityCurve.
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Ok. 1. As metaphor says, what FAR shows regarding density is *density* not pressure. It defaults to "relative to Earth sea level" density and, if you click ABS, will change to kg/m^3. 2. The dynamic pressure readout you get in FAR's flight data window is dynamic pressure: 1/2 * density (kg/m^3) * velocity (m/s^2), which yields the pressure in Pascals above static pressure at that altitude that the forward surfaces of your vessel "feel."
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[WEB APP] Launch Window Planner
NathanKell replied to alexmun's topic in KSP1 Tools and Applications
Epoch is a reference time, basically: in this case it means "time you entered." -
All RL-10s ever were about 1.5x as efficient as the H-1 on its best day. Even the early prototype RL-10s got ~420-430s vacuum, and later got to 440 or more. H-1 was lucky to hit 290 in vacuum (rated at 289 although the RS-27A derivative did better), and launched at 255.
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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
camlost: for props you'd want to also use velocity curves, as otherwise things get *very* weird.- 14,073 replies
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This sounds awesome!
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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
Hah! We were just discussing that in the FAR thread (under the name "Simple Jet Engines" but BJE is great, it even comes after A...). I actually used JavaProp to generated my own curves for some of the engines, since the JSBSim prop models used for FlightGear are (a) not common and ( poorly tuned since JSBSim greatly overestimates piston engine performance at altitude (notice how I had to turn the power coefficient *way* down for that prop, since it expects ~2500HP instead of the real 1800HP). The YASim prop model is *very* poor, at least for warbirds; I found it basically impossible to get correct performance out of it. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
All SJE would do would be to make thrust be dependent on static pressure. That should be easy enough to make I think, a partmodule that OnStart grabs the max thrust of the ModuleEngine/FX it's bound to, and then sets it, OnFixedUpdate, to stored_value * vessel.staticpressure- 14,073 replies
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