-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
Did you follow the FAQ in the wiki? Link in OP.
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Are you using the latest (v3.01) proc fairings? Or an old version? If old, then node sizes of the fairing bases will be incorrect. Try opening their part.cfgs and change the stack top and bottom nodes' sizes to be correct; in the 2.5m base, for example, change the seventh number (or add if only 6 numbers) for both stack_top and stack_bottom to 2. (Or, for RO's purposes, 3.)- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
Joking aside, KSP lacks variety in probe cores much more than in engines. There's all the gray/blocky Probo-dobro/washboard stuff, there's the very modern gold foil AIES stuff, there's a couple from SXT, and that's about it. There are custom probes from Lionhead, sure, but it's hard to make them generic mid-60s probes. I would have suggested Ranger block I (which was also used for Mariner) but to do it justice it'd need both the core and the extended boom, which isn't one part no way no how.
-
Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
That seems strange. I will try some engines when I get home, but last I tried the shrouds seemed to work correctly. -
Realistic Solar System Crafts - MEGATHREAD
NathanKell replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Wow, that *does* rather look like Salyab or something Nice! -
I will need to add a handler to MEC for this, since otherwise you would have to grab the confignodes and manually change the max and min thrusts in them (as well as changing configMax and configMin vars). Right now ChangeThrust works only for engines (like solids) that are always the same thrust in their config(s); for LF engines with multiple fuel modes and multiple thrust levels (i.e. hydrolox has only 75% of the thrust of kerolox, ethanol/LOX has lower thrust, etc...and let's not even get started on RCS!) you can't use ChangeThrust.
-
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Phredward: pull requests would be awesome. It means all I have to do is click. In fact, even for that last set of updates you sent via dropbox, which I may not have added; I'm away from my desktop right now. O Nerd: Well, even before the log, I can tell that about half those mods, at least, are out of date. Go to their respective threads and update. -
Make sure maxLevels is commented out anywhere it exists in your RSS.cfg file. You can decrease memory usage further (and increase performance) by setting terrain detail to default rather than high.
-
Most realistic way to *MOD* Kerbin to mimic Earth?
NathanKell replied to Northstar1989's topic in KSP1 Mods Discussions
Well, I'm surprised Realism Overhaul hasn't been mentioned yet, since it exists to make 100% real scale, real mass parts for an RSS install. My main goal for the last, ooh, almost a year now, has been to make a KSP-Orbiter fusion. While I do think you're wrong about Orbiter (there are *tons* of user-made vessels for it, only a small portion being real, most being near-future, imaginary, what-ifs, etc; and you can basically create any mission plan you like, just like KSP) it *is* a far more limited sandbox than KSP in terms of construction and in terms of actual activity in space other than flight. So yeah. RSS is part of that mission, but part and parcel with RSS (due to exactly the issues you mention regarding square-cube rule, etc) comes Realism Overhaul. And regarding alternate launchpads--have your *tried* RSS 6.1? It's been working for weeks, and manually doing it has been working since *February*. -
A note, per the other thread on flaps and spoilers: they don't work well at all on delta or canard-delta craft. Your best bet on that sort of layout would be mid-wing (near CoM and AC) spoilers, and flying high-AoA to mimic flap effects. What is your actual stall speed? The obvious suggestion IMO is: if you're coming in too fast, go around and make another landing attempt when you've slowed down more.
-
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
I haven't noticed any issues either, but I'm paranoid about KSP's inconsistencies in calling that sort of method. -
And you edited Mars_color.png to be correct?
-
$ duplicates. If you want lots of AJE engines, grab my (still WIP) RftS Pack v3. https://github.com/NathanKell/ReachingfortheStars/ I've added (using repainted B9 unless noted) J79 J57 J58 Avon Nene (with afterburner) Derwent I (uses TVPP ramjet model) Derwent V (uses rescaled FS Tailjet) Early Russian jet (uses TVPP ramjet model) J93 (uses NMB's MACE model) SNECMA Atar 9k D-30F6 Imaginary British turboramjet (uses NMB's MACE model)
-
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
The best source I've found for fairing and interstage masses: http://www.spaceflight101.com/launch-vehicle-library.html I've written a best-fit formula for fairing mass, you can find it on the Misc page of Calcs, starting in cell M30. It lists fairing base mass and then fairing side and fairing nose mass (each x2 = total fairing mass) and then again for expanded fairings, of the given height (This was to set mass for KW fairings.) You can change diameter and height and get new mass values. It's designed to roughly fit modern rockets and composite fairings; if you're trying to replicate older fairing tech things will obviously be heavier. IIRC the N-1s Stage 1-2 interstage was about 11 tons, but that was about 8m in diameter and had to carry the weight of everything but the first stage. -
Miximix: do you want a constellation in low or medium Earth orbit, or do you want one in geostationary orbit? Different answer for each. See here for a post on the RSS wiki about your issue. Semmel: it's not really cheating, since early rockets were limited more by engine thrust than how large a tank it was possible to make. At the very least you should have a limit of 2-3m at TL0, and basically unlimited by TL3. Solid motors, though--those had sharply limited diameters: something like 0.5/1/2/3/7 for the first 4 TLs. And you're most welcome! Glad it's working better now.
-
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Yeah, at first I goofed about RPM, but that's corrected now. But the prop size usually needed work (given in the file often in meters rather than the required feet) and the RPMs were still pretty low, especially since omega should be set off RPM at WEP rather than normal full throttle. (Same for HP, but you do seem to be setting HP off WEP rather than normal max for some of the engines). Also, is it really safe to do that multiplication in OnStart? I would be worried that it might be called twice on the same part... -
It is. You're setting the absorptive wavelength of the atmosphere. smcgillicuddy: see the FAQ.
-
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
NathanKell replied to Thesonicgalaxy's topic in KSP1 Mod Releases
This isn't for RSS yet. -
I finally made some *actual* replicas. All the right size, all as close to the right dry weight as possible, and all use FAR and AJE (of course) with nearly correct performance. Spitfire Mk Vc with Merlin. Spitfire Mk 19 with Griffon and revised nose. F4F-3 Wildcat (I have since gone back and replaced the engine with a Twin Wasp; in this picture it's using the default AJE Radial (BMW 801) and is a bit overpowered.)
-
panarchist: that sounds cool! Let me send you the framework ialdabaoth made, it sounds perfect for your needs. Best would be if you could PM me an email, but I can also toss them up somewhere and PM you a link. Also, I hope you'll consider a way to simulate single parts that are passively thermally controlled (for example, Explorer 1, Pioneer 3/4, etc). Deadly Reentry really is two different mods (and this is why ialdabaoth wanted to separate them out, into RealHeat and RealDamage): one that deals with shockwave heating (and heat shielding), and one that deals with damage from high temperature and high G forces (on parts and on crew). The two operate basically independently even now; ialdabaoth's plan is to have them in separate plugins. Also, regarding reentry heat, swamp_ig and ferram4 (and I, although I don't really have the math for it, so I mostly listen ) are trying to figure out a better heating model for reentry heat. Discussion is usually on #kspmodders on espernet.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
swamp_ig has done some extensive work on Real Fuels, fixing things, adding things, and allowing excellent integration with Procedural Parts. If you'd like to test it (and I would like you to test it!): please make sure you have RF v5.3 and the latest (just released) Procedural Parts v9.10, then download this and extract to your KSP folder, overwriting files when prompted. Some of the great new features: *You can switch tank types! No more having to remove your Cryo Tank and add a ServiceModule instead. No more needing multiple procedural tank parts: one tank to rule them all! *You can (optionally) tweak the volume utilization of a tank part (like you can with Stretchy, but from within RF). Allows you to specify how much of the physical space of the part is taken up by tankage. Let me know if you run into any problems; if not, expect v6 soon!