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Everything posted by NathanKell
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How does AJE modify temperature? DRE will add (some of) the delta between shockwave temperature and the part's temperature to the part, each tick.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
You're quite right about your current method being better for canopy sizing, absolutely not gonna cringe. (I do think the PP method is better for *case* sizing, but no biggie.) -
I would like to second the suggestions of a single without-a-tank-butt RL-10 and the Mercury IVA. And, with CluelessModeler: thank you for so much awesomeness.
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Shokaku Zuikaku Akagi Hiryu Ryujo (Note: no particular reason for this subset, for those who recognize)
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See answer in FAQ. HoneyFox, you'll want to change configMaxThrust (and configMinThrust proportionally). If you want the change to persist, you also need to change it in the confignodes.
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Uh...in the OP?
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Semmel: They are so early in the tech tree because they are low-tech engines. And yeah, if you're talking about a version that's four versions ago...it's a version that's four versions ago. Regarding RCS, what do you mean by "static" ones? Make sure you have ModuleRCSFX, as Realism Overhaul requires...if RCS still fails to work, post a picture of the vessel in the VAB, and your output_log.txt Regarding remove things. You can safely delete: From AIES, the FuelTank folder, the Structure folder, and the SAS folder. From KW Rocketry, the Control folder, the Fairing Bases folder, the Fairings folder, the Fuel folder, and the Structural folder. From NovaPunch2, the ControlPods folder, the CouplersAndAdapters folder, the Decouplers folder, the Fairings folder, the Freyja folder, the FuelTanks folder, the NoseCone folder, the Odin folder, the Parachutes folder, the RCS folder, the SAS folder, the Thor folder, and the YawmasterCSM folder. That should remove a lot of stuff already. Makeone: Procedural tanks should be limited by tech-level, yes, although the limits are quite large. If you are having trouble with Procedural Parts, install StretchySRB for now; I'm not sure the latest RPL has full support for them (I think likely it doesn't because IIRC I told MedievalNerd I'd do up a config for them but got sidetracked, and then sick today). Regarding getting to High Space: if you launch a light satellite (100kg max, say) it shouldn't take that large a sounding rocket. Remember that as Mirean says, you need to break yourself of the KSP habit of designing heavy payloads, and instead design as light as possible. For example, Vanguard I really was only 155m (6 and 1/2 inches) in diameter, and massed only 6.5kg. Let that be your benchmark, not some 1+ ton probe from normal KSP. If your probe-launching rockets are 350 tons (twice the mass of the Titan II that launched the two-crew Gemini spacecraft!) then you're doing something funky. For reference, the first geosynchronous (though not geostationary) satellite, Syncom 2 (Syncom 1 failed), massed 40kg in final orbit (GTO mass 68kg). Syncom 3 massed about the same, and was the first geostationary satellite. Post pics of your launcher and probe, maybe?
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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
I have a problem! Even though no one else seems to have it, it's totally because RedAV8R's mod is broken! Seriously, if you have a problem, post your output_log.txt. Then we can see what's really going on. If you just post a screenshot and don't even say what's wrong, we're in magic wand land Regarding craft: if people submit craft, I'm happy to add them. -
Kerbal rockets are anywhere from five to ten times lighter (for the same payload) than real rockets. Kerbal rockets have payload fractions from 10-18 percent or so, right? Real rockets have payload fractions from 0.5-5% (A low-tech all-solid launcher like the Scout could do about 0.5% payload fraction; an all-hydrolox launcher could probably do even better than 5%). KIDS has problems; it isn't fully RF compatible yet (ferram's been busy with other things). Your best bet is to edit Isps directly. What exactly do you want to use KIDS to do? As the OP says, you need to download an engine config pack. The second post in this thread contains links to the engine packs available. I have answered your RSS question in the RSS thread, where it belongs.
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Occasionally it isn't necessary, when the problem is very obvious. But then the solution to said obvious problem should also be a FAQ. I have added a link in the OP to the wiki, where all can add/edit information. The 10x Kerbol system does that: scales everything up 10x. It's just been updated, too. You might also be interested in the 6.4x rescale. Again, rescaling does not change textures at all: the bodies get bigger so there are fewer pixels per kilometer. I have no idea about water-colored islands. Make sure your terrain detail is at least on Default, though. If you get RSS proper, of course, you'll get Earth and Moon textures; if you install SpacedInvader's extra textures you'll have textures for the other bodies too.
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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
Gaugeforever: as the link in my post explains, KSP has a bug where forces on symmetric parts aren't even.- 14,073 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Ah, ok--yes, it is a cool effect. Just wanted to make sure it was intended. :] -
If you use the recommended 1/3 multiplier, you will require real-life-sized rockets on stock Kerbin. Isp is a measure of fuel consumption. Literally, the number of seconds one pound of fuel will provide one pound of thrust. So, not sure what you're asking. Your stage probably shouldn't be using lots of different engines, and if so they should have separate tanks. I mean, if you're using a giant engine/set of engines and a couple tiny verniers, that's fine (configure for the vast majority mixture), but mixing and matching is weird. Anyway, if you *really* want to feed engines with different ratios on the same tank, you'll need to do some math, math RF won't do for you (i.e. multiply the mixture ratios by the ratio of thrusts). Some engines can have their configuration switched in flight, yes. The SABRE is a good example, as is the J-2 (RedAV8R is adding the alternative mixture). If you use RSS to get the real solar system, you should not use KIDS. Real Fuels has real engine performance and tank mass ratio, so it's a perfect fit for a real life-size solar system. If you have questions about a mod, you should ask on its thread. For example, ask questions about RSS on the RSS thread. The rescaled Kerbin config does not use any new textures. Also, what do you mean by "scaling the solar system up to real world size...without changing orbits"? That's mutually exclusive, unless I misunderstand. Anyway, this is a discsussion for the RSS thread; this is a thread about the mod Real Fuels. The readme should describe what parts are supported. Certainly stock parts are! Adding RF support to more parts is not hard; see the FAQ for how to add to tanks, and the link to Calcs.xls for how to add to engines. If you have a question about KIDS, ask in the KIDS thread. Heck, I didn't even make KIDS.
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Benskie: post output_log.txt (or player.log for Mac/Linux). Sounds like an installation error.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Not black, just a darker blue (as if the shader wasn't being applied). Also some of the ocean is much lighter, as if you could see sand under shallow water. Not sure if bug or feature. -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
And, of course, you have to not have removed or renamed/move *any* default Squad part textures. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Had a pic to mention for v5 (regarding shader issues on the ocean) but you're released v5.1. I'll try that first. -
2.1.2 fixes all that; update to the latest. Next DRE will have it, obviously.
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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
Got a problem with flight? Must be FAR's fault!- 14,073 replies
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Regarding city lights. I have placed in the OP the citylights file that I use. It, too, is 8192, so Mac users might need to shrink it. It's based on the Blue Marble urban coverage map, given some noise by me so, for example, Long Island + NYC + Westchester + northeastern NJ isn't all one unbroken city. It also has a special carve-out so there isn't a city under the pad at the Cape. It still needs some tweaking--and EVE very much needs more than one city texture, so there can be "towns" and "not-super-dense city" cities, which is much more what the urban coverage map is describing--but it seems ok. Submissions always gratefully accepted if you have a better one. A PSA to all MechJeb users. If you use MechJeb, update to the latest dev release. There was a compatibility issue between MJ and RSS where MJ would not calculate transfers correctly. That has been fixed. In addition, Launch into Target Plane has been fixed (very useful for launching into the Moon's plane, for example). Finally, I have added a link to the RSS Wiki to the OP. Please check it if you have questions, and please add to it if you have answers.
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Because mixture is per engine. There is no "mixture ratio" for a given fuel mix; that's determined by your engine. See for instance US or Russian engines. Heck, the J-2 was rated for (and used during flight!) two different mixture ratios of LH2 and LOX!
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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
Woopert: I've been getting that axis gizmo myself semi-randomly. It's probably not related to what you're doing. It might be related to RF. (IIRC it's RGB, though I forget which is which axis.) Note that you really should be changing the size of the nodes, though, so the seventh number in each node matches (diameter of surface in meters). -
2. It does support configuration (if not easy configuration) of engines and fuel types. It has existing support for tanks that would be easy to turn into a new sheet where you specified various fields and it created the MM patch, like engines. 3. Ok, it shouldn't take me more than an hour or so; I'll just do it. Been meaning to for a while anyway.