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Everything posted by NathanKell
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Hah, awesome! Thought no one had heard of that one. More pics (and details): http://falsesteps.wordpress.com/2012/10/10/fuji-bringing-the-mountain-to-the-masses/
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regex's I'm not developing here anymore thread
NathanKell replied to a topic in KSP1 Mod Development
Try dumping the transforms in that are childed to the KSC PQSCity. That'll tell you if individual buildings are individual meshes, and therefore swappable. For building interiors, obviously you can swap them out, though it's presumably nontrivial. -
Yeah, I was talking to InfiniteDice about this. Can you give any more detail on your situation? How fast were you going at the time?
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Use Padishar's latest dev build. In real life (and in RF) thrust is proportional to Isp. So at sea level, with a lower Isp, you get lower thrust.
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skbernarnd: since the key combination is also required to apply the rotation to a "picked up" part (when mouse clicking is obviously unavailable) that won't work. Padishar: posting again to say how much I love this mod: between this and Firespitter's gear alignment, we can finally have non-slippy landing gear!
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I'm going to guess that the issue with KW parts is that they use MODEL nodes and non-1. rescaleFactors. Thus it'd be great if you could scale the part's own transform, but as you doubtless saw that will (IIRC) scale all its children. Well, you could try changing part.transform.localscale? Anyway, to deal with the KW problem--do you currently multiply, or just set, the scale? If you're setting it, try reading the scale first, storing it, and then multiplying your scalefactor against it.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Awesome! That's great--it'll also be useful (knowing how) for planet adding... A bit of bad news: still getting bad zfighting form geostationary orbit. :\ -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Oh yeah, I keep forgetting. There is one big problem with the new GUI: ALT+E is the same keybind (assuming you use E for roll right) as "increase right roll trim." -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Lemme load up in RSS (haven't actually tried KSP today). Assuming the z-fighting is minor enough, I'd say you're golden; the only reason I'd think to put it on the scaledspace mesh itself is if you're still hitting z-fighting. Which you probably would be, since mountains go higher than the cloud layer. Unless you're doing that "raise the altitude as a function of camera distance" thing? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
rbray, do I understand correctly that the scaledspace clouds are now applied directly to the scaledspace mesh? If that's the case, sounds like maybe we should be sure the meshes aren't too bumpy...which is ironic since I've just spent the last week making them bumpy :] -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NathanKell replied to NoMrBond's topic in KSP1 Mod Development
That...looks pretty awesome! A question: are you later adding the exterior shell? As the petals at the top of the post seem to lay on the outside, and also be a bridge. (basing off this) -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
It's a fair guess that it might. -
laggerd: Also I think you may be confusing this mod with Real Fuels (sig). This mod *is* for stock fuels.
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Sorry, thought it'd go without saying that minimum diameter will be 1cm. :] In your case I would suggest a *much* larger second stage. You really don't need such high TWR; an initial [vacuum] TWR of 0.75 or even 0.5 would be fine. The LR46 etc are basically RL-10s. (And yes, 450s is fine for hydrolox). You probably should be getting about 2/3, rather than 1/3, of your deltaV from that stage. You also can stretch your bottom tank a lot; since by the time the SRBs burn out you'll be approaching vacuum Isp on the Decurion, you only need about 1.5 *vacuum* TWR from it at SRB burnout, not 2.42!
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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
So basically you're complaining that a mod author didn't choose to model the engines you wanted her/him to model, but are also unwilling to do the research and make the changes to allow it to model the engines you *do* want modeled, despite all that taking is a web browser and some text file editing? If you came here and said "hey folks, could someone help me make a late-mark F100?" the conversation would have been totally different. -
laggerd: Yes they are. What did you *want* to put in them?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Oh freaking &*(@%$ I keep forgetting to actually upload RftS v3. Need to call it done and get it out. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
federally: get the latest Module Manager (2.1.4) -
frizzank: best bet is to hop on #kspmodders and bug Kaelten. He'll get it sorted for you.
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Most realistic way to *MOD* Kerbin to mimic Earth?
NathanKell replied to Northstar1989's topic in KSP1 Mods Discussions
Realism Overhaul is very much a work in progress. That's why the support is partial. However, it certainly supports enough mods that you will go over the RAM limit if you install them all, so... Also, I believe we've all addressed your points on the AJE thread (and you've noticed you've been using exhaust velocity rather than specific impulse in seconds). Ballistic Coefficient is...kinda sorta proportional to length and density I guess, but really it's just mass divided by frontal area (well, Cd which is frontal area plus the rest of the wetted surface area). That is, it's expressed in mass per square-of-length, i.e. kg/m^2. I'm not sure why you think plugin-only mods use much RAM; they don't. Mostly, what uses memory is part packs, and RO doesn't require part packs, it just supports them. The list of actually required mods for RO is quite short, and does not use a ton of memory. Regarding solar panels, you're welcome to give them whatever W/m^2 you like. If you want near-future superAWESOME solar panels, fine, up the charge rate. KSP is very tweakable. Heck, release a tweak pack. As for usage, of course you have to scale usage to match generation. RO does this. 1 EC = 1MJ, 1 EC/sec = 1kW. We've set antenna, pod/probe, etc. usage rates best on the best research we could do. Once again, this would be solved if you actually tried any of this stuff rather than assuming we're idiots and miss major, obvious problems. Also, I'm sorry that you feel slighted in real life, but if you act like a jerk online people will take you for one, all protestations to the contrary. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Zyglrox: no problem. Ok, that makes sense. AndreyATGB: as RedAV8R says, it's a *good* thing to have TL choices in sandbox; it gives you more sandboxy freedom to design in whatever era you like. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Northstar1989: I apologize. If you want to know whether a jet engine's fuel consumption is being properly modeled, look at its fuel consumption. Conveniently, these stats exist in real life (SFC, in lbf-h) and can be calculated in KSP (FAR will tell you this, but you need to convert to lbf-h). You will find that with the Isp as AJE has it configured, the SFC is absolutely correct. (Assuming static thrust in both cases, since SFC is given for static thrust). Since, again, AJE models real engines (it's not something like "remove intake air from stock jet stats"), you will hopefully realize that talking about stock engines' stats (and how, yes, their Isp is lower than contemporary real engines, once you correct for intakeAir) is utterly immaterial. AJE is replacing existing KSP engine parts with real engines, in this case with an F100 and a J58. So of course the stock turbofan is now going to perform like a 30-year-old engine; that's because it is one, one in particular: the F100. If you want a modern engine, make a modern engine. You can (heck, with B9 you get a modern high-bypass turbofan *and* the F119). Mass is not being scaled; size is not being scaled (well, the compressor of the J58 is about 1.4m, but the nozzle is close to 1.25m). These are real size, real stats, real engines.