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Everything posted by NathanKell
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Far from "being made by others" I am actively *trying* to get people to make them Plus, the hirez source files are available for use as guides, or for baking textures. However, the style is...quite different from this pack's style. :]
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- totm march 2020
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griffin247: First you need to fix your capslock key Also, that tells us nothing about what's wrong. "It's broke!" Isn't a question. Ask a real question, get a real answer. Mirean: the LR69 is basically an SSME. The Aedile is like 2x RS-68. As RedAV8R says, however, RftS does not replicate real engines; it makes realistic ones. However, RedAV8R, as this tree *requires* RftS, saying "just use RealEngines" isn't really an option
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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
If the masses are correct, 160hp should be ok. I'm not the one who decided the Bonny should weigh 770lbs! (Actually, it's also an issue with pwings being of the mass of a military jet or spaceplane's wings, not a light plane. But that's fixable). -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
TeeGee: congratulations! That is a big accomplishment! Although I'll have to join in with the others in my curiosity at how you managed to make it to orbit on 8000m/s dV. Is this your orbital velocity? Is this the total dV expended, as MechJeb reports it? Is it your all-up vacuum deltaV, as shown by MJ or KER in the VAB? ...oh. Maybe it's your all-up atmospheric deltaV? Your vacuum dV would obviously much higher, and you'll only lose a few hundred m/s from that, tops, to pressure and nozzle losses, so that's the more reliable number. 350x350 is actually pretty fine as an orbit; you only want to go lower than 185x185 if you're not staying in the orbit for more than a few hours. 300x300 is really the lowest practical orbit that won't reenter in a few hours' time. Agathorn: welcome back! Yes, the first post is up to date, although you may want to pull RO from source since a new version is about to be released. I haven't used MC in ages (it's been, wow, almost a year since I got started modding by contributing code to it...) so I don't know where the distances are set. If they're set in the mission package, then unless malkuth has added a global scalar (I doubt it; ask, and if not, ask him to) then you'll have to edit the mission package (i.e. all missions) manually. O Nerd: Oh crap! I think I missed a PM of yours. I'll get back to you ASAP. 1. Yes, although IIRC there's a bug with RT2 that sometimes fail to deliver 100% transmission. Also, question for the RPL thread. 2. 9-9.5km/sec expended, which probably translates to a mimimum of 9.3km/sec vacuum dV for your launcher. Smaller, lighter launchers will suffer greater drag losses, and launchers with low TWR will suffer higher gravity losses. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
velve: see all the key = 0 xxx lines? Those are vacuum Isp. The key = 1 xxx lines are sea level Isp. So for each key = 0 xxx, scale the xxx by what you'd use as your vacuum multiplier in KIDS. I.e. if it's 1.5, then you'd change the 286 you show to 429. Scale the xxx for all key = 1 xxx lines by what you'd use as your atmospheric multiplier. As for your other issue, it sounds like you're not used to how much more thrust, comparatively, RF engines pump out. Realistic launchers have a sea level liftoff TWR in the 1.15 to 1.5 range (unless they're solids, of course)--aim for that. -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Lack: Thanks! Here's a revised version in 1930s hiviz., silver + lemon yellow wings + squadron markings. Also shows how the gear actually work (FS helo gear are bugged in the editor). That'd be great! And as you can see, your intakes work well as a spine for those razorback-style canopies. However, the Bf 109 in particular has a flat-topped canopy, which is hard to fair into the fuselage unless you're also making a spine for it. IMO my dream list would be: (here are the major canopy variants of which I'm aware) *Bf 109 style (probably with a separate spine part that can be scaled as necessary) *American birdcage style (F4F / F6F / P-47 / P-51), a lengthened intake can serve as spine, or a proc tank. *Fw 190 style with all-around vision but angular *British Malcolm hood (Birdcage with a buldged top; Spitfire, F4U Corsair) *Russian/Japanese all-around vision birdcage (A6M, Yak-3/9; although Nazari has one under construction, it's not radial-attach). *Bubble (P-51D, P-47D-bubble, F8F, late Spits) Jet age: *Mirage; F-102/6; Fairey Delta II; etc. cockpit with a sharp peak I *think* that covers it; everything else can be made by non-uniform-scaling the entries above and/or clipping things into them to make spines (or them into things). -
Is it possible to open a texture???
NathanKell replied to mjy's topic in KSP1 Modelling and Texturing Discussion
See if there's a way to view it as RGB + A rather than a single layer with transparency. Or maybe there's an import option for png to do that. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
It will backup MODULEs when you no longer have the mod, restore them when you add it back, and reorder them as necesssary so data doesn't get lost by KSP's wacky-broken .craft / .sfs loader. It will not, however, go around upgrading mods' configs to newer standards, since how would it know how? :] -
A wild link has appeared! http://forum.kerbalspaceprogram.com/threads/81756-Eyes-Turned-Skywards
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Good point. Padishar: missed this, sorry. Awesome news!
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Now this is a thread I haven't seen in a long, long time. (I think you meant to post in the thread in Addon Releases...) It does sound like an issue, although it may well be my failing to have RO as up to date as I should. Try grabbing it from source and replacing your existing RO folder.
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regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
Ah, in that sense...yeah, might play with the range multiplier a bit in the RT2 settings file? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
Program Files has security restrictions such that plugins will likely fail to load (unless you've turned that off, or are running KSP in admin mode). -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Instead you can manually edit the RealSettings.cfg file, reducing Isps as appropriate. That will change Isps for all techlevel-enabled engines. -
TKS is the spacecraft (like how the Apollo CSM was a spacecraft). VA (reentry apparatus) is the capsule, and FGB (functional cargo block) is the service module, hab/orbital module, etc block (and is the base building block for Mir and ISS modules).
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I thought module generic animation supported tweakables now?
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regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
Again, what do you mean by work? The MM patch will obviously still get applied -
regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
Don't see why it wouldn't. What do you mean by "work"? -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
BTU/lb. 1 Btu/lb = 2,326.1 J/kg = 0.55556 kcal/kg camlost: noticed a couple typos in the cfgs. It's Pratt and Whitney (one T) and Packard (note the C). Also, I'm a bit confused by your FS prop engine choices: you have the JustBlades (a prop with no spinner, used on radials) as an inline engine, and the two Lancaster engine pods (inlines) as radials... Enjoying the intake support! A note: found this; you doubtless have better sources, but it's a nice comparison. EDIT: ALSO ALSO could you maybe put this up on github (or something)? Makes pull requests easier -
Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
Rocket engines: Check out my calcs spreadsheet; it's what I build RftS from. Go to the Engines sheet and see all the engines listed. https://www.dropbox.com/s/lz2ntsqhwe192xv/Calcs.xls Beige is Squad Pale pink is AIES Turqouise is FASA Beige-orange is Space Shuttle Engines (note: the only ones actually used are the OMS and Dobule OMS, you can delete the rest) Gray is RLA Stockalikes Light green is KW Dark green are my rescales of others' engines Blue is Nova Punch Orange is B9 White is "misc" (like Hakari's F-1) For jet engines, 90% of them are B9, with a few based on TVPP's ramjet or NoMrBond's MACE (soon I'll be using NoMrBond's new F100 model). Props are 90% Firespitter, 10% KAX. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
rbray: I got nuthin' for the coriolis clouds stuff, but you can add cloud shadow very easily, by using the existing cloud layer's alpha (you're already replacing both land and ocean shaders anyway, so...might as well blend that in too ) -
Gah. It's been a busy week. Meant to have this up ages ago. Sorry all. Changelog: v6.2 \/ *Added new fuels from RedAV8R *Updated HGR patch from Sandworm *Tweaked some Firespitter part volumes, added support for more fuselage parts *swamp_ig: +Fixed cloning +Fixed default amounts not loading +Fixed ProcParts interoperability issues +Fixed compatibility with Engine Ignitor
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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
Well yes your heading will change. That's why it's an S curve, not a C curve: you change you heading back again.- 14,073 replies
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- aerodynamics
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pjf: uh, it's wrap, like you're wrapping a gift (or in this case a planet). That would be your problem. :] (If wrap is in fact disabled, then the sun won't shine through, which is because I forgot to scale colliders when wrap is enabled). Kethane's grid not matching RSS planets is a know issue I'm talking to Majiir about. And thanks so much! <blush> dlrk: if wrap = false, it doesn't matter whether the OBJs exist or not. Black sky is either because things aren't being scaled correctly, or a memory issue. pingopete: Huh. And that happens without EVE? I have wrap disabled on Kerbin for EVE compatibility, so that might be part of the problem...