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Everything posted by NathanKell
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LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Oh, I would *love* airstrips. In fact, that may get me off my duff enough to install Kerbtown...and start placing them on Earth. -
ThorBeorn: I'll try fixing that when I get home; for now pingopete has a solution. thunderstar: lots of weird stuff in your log. Try a fresh KSP with *just* RSS and see if that works. searlefm: please post a screenshot of your tracking station. pingopete: I'm with DasBananenbrot. So sweet! nebuchadnezzar: Use Overhaul v8 (the top release on the Releases page for EVE on github). DO NOT USE v9! Playful1510: the city lights file in the OP is for EVE Overhaul v8.
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regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
GregroxMun: is this one the one that's too mathy? https://github.com/NathanKell/RealSolarSystem/wiki/Equatorial-Orbits-from-Non-Equatorial-Launch-Sites regex: the water issue is that if you include one PQS in a node in RSS, you need to include the other. So you have Kerbin{} but not KerbinOcean{} under PQS. Add the latter back in (even if you don't change any PQSMods!), since otherwise it won't be scaled. (A CB's PQSs will be auto-scaled to match CB radius only if no PQS nodes exist; otherwise only explicitly-mentioned PQSs will be scaled.) Also a problem for Eve and Laythe. -
Beetlecat: the key point is that you resaved the file via Photoshop and therefore it was written by Photoshop rather than whatever program originally wrote the TGA. However, that *does* make me wonder if the issue is indeed related to the RLE encoding compressed TGAs use, since you mentione when you resaved it (and presumably had "compress" unchecked) the file size went up. Faark, any thoughts on that?
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Is it possible to open a texture???
NathanKell replied to mjy's topic in KSP1 Modelling and Texturing Discussion
Place the executable in the same folder as the texture Open a command prompt there type mbm2png [name of the file you want to convert] press enter -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Tweaks to everything but part sizes would lead to broken spaceplanes and fiery-death reentries, since your ballistic coefficient (kg per m^2 of surface area) will be vastly different from what it should be. IIRC the new Soviet Pack beta has a plugin from asmi that alters part CoMs on the fly. ExsurgentEngineering.dll is required for B9, and among other things includes a gimbal that RftS Engines used to use. However, the gimbal's roll control is broken in .23.5 and so RftS Engines is switching to KM_Gimbal. SpacedInvader: generic rescaling is absolutely not what RO is about, since RO is about as best as possible turning Squad's wacky parts into real parts. It just so happens that the Mk1-2 pod (clearly modeled on Apollo) and the Mk1 pod (clearly modeled on Mercury) are each 1/1.6 of their real equivalents in diameter. To fit their new scale, a bunch of utility parts also got that upscaling. But that says nothing about other parts (like the spaceplane parts, or engines, or whatever). In Fustek's case, the parts they're based on are clearly the ISS modules (Karmony -> Harmony) so they should get scaled (and their mass changed, and other stats too...) to match ISS parts. tl;dr "proper size" is "whatever the proper size of the real life equivalent is," not "1.6x old size." Yep, RO is switching to TAC. After talking this over with RedAV8R, I have the conversion half-done, but this trip has put things on hold. ====== Regarding what I think. First of all, I'd like even people who don't have gobs of part mods to be able to play at human scale; that argues strongly in favor of resizing Squad parts for human use. (And, somewhat incidentally although nonetheless a factor personally, in RftS the British use the stock aesthetic, so I'd want stock parts rescaled so the British have their own look, to go with the FASA/NP2 Americans and AIES Germans.) However, I *am* in favor of deprecating the parts that can easily be dealt with by TweakScale, like the girders, or the chutes (by RealChutes). The docking ports...I support RedAV8R on making only docking ports that *should* be able to dock *actually* be able to dock, although again for variety I would like to keep some stock ports around. Finally, as I mentioned at the top of this post: Squad tends to use a semi-realistic mass for pods...but a smaller size. That messes up BC, leading to far worse reentries for the pods, for example, unless they're scaled up to reasonable diameter for their mass. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
Reaching for the Stars engine pack. -
Medieval Nerd: I second pjf's request for Github, as you know Hattivat: as mentioned, RPL is not designed for historical engines (the RealEngines pack); instead it's designed for RftS engines, which are realistic, and often inspired by real engines, but none of which are 100% real. In fact, you do have the closest equivalents to the R-7 engines at TL1: the Decurion and the Miles (LV-T45 and 30). You just need to use two per core (which is still 1/2 the thrust chambers the R-7 used, obviously) and use the LR16s (24-77 radial) as verniers. You shouldn't need RCS, even to deorbit (!). You can use engine gimbaling to orient your stages on ascent, and, assuming you finish your orbital burn at apogee and fully prograde (as you should) you will be oriented purely retrograde at perigee, at which point you are aligned for retro-fire. Certainly you don't need RCS for an ascent. Gimbaling is more than enough for that. Regarding sizes: you understand that sea level and vacuum require different nozzle sizes, right? Apollo SPS is ~3m diameter and produces 90kN thrust, and it absolutely doesn't have the largest expansion ratio even! By contrast the XLR11 had four chambers, each about 0.2m in diameter, and each produced 9kN of thrust; another example would be the LR-83 used on the Navaho cruise missile (and, modified slightly, as the booster engines for Atlas). It produced 602kN thrust and was 0.88m in diameter. It all depends on your expansion ratio (nozzle exit diameter : throat diameter), and you want a relatively low ratio for sea level, and near-infinite for vacuum.
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Tweakable Everything tends to break stuff, yeah.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
That's...ridiculously gorgeous! -
This is strange, since before I left, to test v6 I had been loading and creating craft with service modules (pretty much exclusively) and never hit an issue. Logs would be great.
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LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
Lack, that looks awesome! -
Go to Tracking Center. Click on one of the other space center locations. You can also get a list by clicking on the button on the right border of the screen (it's towards the top).
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Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
romie: I will cook something up for you when I get home. For now: Make your probe as light as possible, and then keep building stages under it as necessary... ThorBeorn: open RftSEngines. Find @PART[FASAGeminiLR87Twin125m] And then scroll down until you hit @name = KM_Gimbal and under it add: %invertPitch = true %invertYaw = true That should fix it. (Well, assuming Yaw's inverted too. If not, don't add that line...) -
Eyes Turned Skywards UPDATE now with Signup Sheet
NathanKell replied to NathanKell's topic in KSP1 Mod Development
I'd say model at 1:1 and let the cfg handle any resizing. Also: apologies. I meant to have the spreadsheet up before I left (I'm away visiting family). I doubt I will have time until I get back Tuesday, though. Sorry! As for docking alignment: Infernal Robotics can handle precision adjustment after docking, and before docking you can use something like MechJeb's force roll to keep aligned by axis. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
aki_miyabi: yours is the first problem I've ever heard between RF and EI. This leads me to believe it's an install problem. Delete both and install both fresh with the latest version of each. Make sure you have only 1 copy of each DLL (no old dlls hiding somewhere). Make sure you have 1, and only 1, Module Manager dll in GameData, and it's 2.1.5. romie: answered on AJE thread. Arteals: (1) you need FAR. (2) the only place to find drag data with FAR installed is in FAR. You can get the total drag by opening the FAR window and then the flight data window, and multiplying your dynamic pressure (Q) by your reference area and then by your Cd. You can also right-click on parts to get their drag in kN. -
MAKC: The gray lines between terrain quads? I've seen that on occasion, no real rhyme or reason. Seems to only appear in space center view though. Also, the atmosphere definitely needs work, true. You can change the AtmosphereFromGround line in RSS.cfg too fooAFG (which will disable it) and see if you prefer the old atmosphere... thunderstar: gonna need log. Upload your output log (NOT ksp.log) to dropbox or something. Windows: KSP_win\KSP_Data\output_log.txt Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Shootertrex: Uninstall Final Frontier. It's spamming log messages and errors. That alone should speed you up a bit. Beyond that though, RSS does require a more beefy CPU; the planets are so much larger you simply need the higher-detail terrain to get much of anything out of it... :\
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Raptor831: ModuleHybridEngine (note, no s) should work fine with ModuleEnginesFX. I wrote it to do so; I'm confused why it doesn't. When I get home (sorry! Tuesday!) I'll look into it. However, though I think I have a failsafe for when this is lacking, it's good practice to add, in your MEC or MHE module, type = $ENGINEMODULE (ModuleEnginesFX in this case). See if that helps.
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Is it possible to replace the model for the VAB?
NathanKell replied to michaelhester07's topic in KSP1 Mod Development
Also http://forum.kerbalspaceprogram.com/threads/65747-0-23-5-Hangar-Extender-v1-1 Nothing actually changes the model though; you can just poke stuff through the walls/roof. Unlike the SPH which is easy to scale, the VAB is actually a bunch of separate meshes. -
Not at my desktop to test, but does the TGA loading issue have anything to do with whether they're uncompressed or RLE-compressed?
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Thanks so much! Spoiler: It's going to be the German 1-person capsule in Reaching for the Stars.
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
Yes, yes they are. And you'll note that in my engine pack, equivalent engines (small pressure-fed hypergolic "orbital maneuvering" engines) get essentially unlimited ignitions.