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Everything posted by NathanKell
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KSP follows real physics as much as it can (i.e. is practical on both a gameplay and computation-time level), but that is always in flux and has been trending upwards. Especially as bugs get fixed. (It is, or was, literally part of the game's sales pitch so it's not a new ideal either.)
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[1.2.2] Forgotten Real Engines (FRE)
NathanKell replied to Zarbizaure's topic in KSP1 Mod Development
@Zarbizaure Awesome! And you can change the thread title by choosing the 'edit' option for your first post.- 161 replies
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Inorite!?
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Stop parts from loading with ModuleManager
NathanKell replied to DesertCookie's topic in KSP1 Mod Development
You can stop KSP compiling a part with MM: use MM to delete the PART node for it. You cannot stop KSP loading the assets. Indeed, you cant' stop KSP from loading any aseets in GameData, unless those assets are inside a PluginData folder. -
Change vessel type from Tracking Station
NathanKell replied to MajorNr01's topic in KSP1 Suggestions & Development Discussion
1. Select the vessel. 2. Bring up the vessel info panel on the right. 3. Click the name. -
@OhioBob yes, I've tried to never say fuel in the new tuts, only propellant, but a lot of parts are still named "Fuel Tank" so it's confusing. >.> @dino1984 No, that is a rule for stock KSP. In RO it pays to ignore that rule completely, as I mentioned. Here is a perhaps better method for you. 1. Add a probe core and a leadballast tank 2. Add a fairing base under that. 3. Add a proc tank under that. 4. Add your best upper stage engine under that, and extend the tank until you get to that engine's rated burn time. 5. Size the leadballast payload until you get 3400m/s out of the stage. 6. Add an interstage below that. 7. Add a new tank and your best second stage (if doing traditional staging) or sustainer (if doing booster+core) engine. Size the tank to get that engine's rated burn time. 8. Add a new stage below that (or side boosters) with your best lower stage engine, or more likely a cluster of them/multiple boosters. Size that stage and add engines, or copies of the booster, until you get 12,800m/s vacuum delta V and a SLT (or, in KER, atmospheric TWR) of >= 1.2. Done!
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I don't disagree, per se.
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Yep, we bend the physical laws of the universe to taste because it rustles your jimmies. And we don't have bugs, only unappreciated features. Please carry on.
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@MarkusA380 And, well, that presumes I had this thing called "time" We've been super busy alas.
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Darnit I got my suffixes wrong. -ides not -is. >.>
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Oh, and also what tech do you have available? Now, as to the general question, here's how I go about it. 1. Decide on a mission. Will this LV take payload to low Earth orbit? Will it take payload to beyond LEO? Will it be designed for both roles? Will it be designed to take payload to LEO but have a higher-than-required TWR to allow the addition of an extra stage for BLEO work? 2. Decide if you are making a 2 stage or 3 stage LV (or even more), and/or if it will use stage 0 (i.e. runs during core burn) boosters. 3. Consider: do you have restartable engine(s) for your upper stages? If not, and you are not doing a direct injection ascent, your final stage(s) will need to precisely handle the injection burn after being placed into orbit by the rest of the LV. If you have restartable engines, or you are doing a direct injection launch, then you can use part of the final stage(s) to perform parking orbit insertion and the rest for BLEO injection. With that decided, I generally create stages that take advantage of the full rated burn time of the engine I use. Due to Isps and possible mass ratios varying between stages, trying to keep delta V equivalent between stages doesn't work that well. Also you can (and should) have much longer-burning upper stages anyway, since TWR isn't very important after your first 2km/sec of speed.
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Load issue with propeller engines
NathanKell replied to jamieT6's topic in KSP1 Technical Support (PC, modded installs)
Then you'd best see what the engine that failed requires. (Check the log for the exception, scroll up to find what the part was) -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Pretty sure "are we there yet" posts are _also_ "annoying af"- 2,647 replies
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@Osel as I said when you asked before on this thread: I'm very happy for people to make new launch sites. Please do share your new sites! That's not at all to do with RSS itself adding them, though; as I've said on thread and off, RSS's set of launch sites is those sites which have successfully launched orbital missions.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
NathanKell replied to nightingale's topic in KSP1 Mod Releases
@nightingale can we have a version with those fixes that is for 1.0.5 as well? Because it's likely a month or two for all of RP-0 to update, given how much there is to do- 5,225 replies
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Love it! @Dman979 @CliftonM @Mad Rocket Scientist @ZooNamedGames and other RSP guys, you also might be interested here.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
1.1 is NOT out. A pre-release testing version of it is. Which is, y'know, buggy and subject to change. Please keep things clear. -
That sounds like a great project! However, you might want to look into SmokeScreen which already supports such FX. So yes, the project would be fairly simple, adding the cfg (and if necessary model transforms) to models to apply it.
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Thermal mechanics and physicsSignificance
NathanKell replied to allmhuran's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the great reporting and followup! There's good reason why I thanked you and Kasuha in the dev note from me. -
Yeah, you'll need to convert to Earth-equator relative but sun-centered and the Jan 1951 epoch we use. Or better yet do it with Principia; the orbit won't be correct 65 years later anyway. @eggrobin poke
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It depends on whether your upper stage can relight its engines (or if not if you're doing direct ascent with no parking orbit) and how much you're throwing at the moon. For reference, early moon probes were launched by: R-7 with a Blok E (RD-0105) upper stage, probe mass around 300kg Thor-Able (Thor, Able liquid stage, Altair kick stage) - probe mass around 20kg. Juno II (Jupiter lower stage, Baby Sergeant cluster upper stages) - probe mass 4kg Later probes were launched by Molniya (R-7 with an RD-0110 second stage and S1.5400 upper stage) or Atlas-Agena. How heavy is your impactor?