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KSP2 Release Notes
Everything posted by NathanKell
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Stretchy (and Procedural Parts) will dynamically change the texture assigned to the tank, by looking through GDB for textures that match given URLs, on keypress in the VAB. FStextureSwitcher does the same thing generally (not sure if that's also an issue for LoD). I'm not immediately sure how you could go about setting an exclusion in these cases, since you won't know what textures will need to be kept in the DB except by reading the appropriate cfgs....
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Huh. I usually find stock SAS to keep things settled pretty well, as long as your craft is reasonably balanced. Mechjeb can be a bit more jittery, but also works decently (and can be set to "use stock SAS for attitude" anyway). Regarding fine-grained--maybe you have too *much* RCS authority? Try something like a maximum of 4x200N quads per 10 tons of mass? Which means 4x Quarter RCS for a 0.5t probe...
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Semmel: 2. The huge engines--you mean the large lower-stage engines? They're the size they should be--how else do you expect to lift something in roughly Saturn V's weight class? Since RftS makes realistic engines, engines will *generally* have the correct bell size for their role and thrust. The only RftS engines that remain in 1.25, IIRC, are the LV-T30 and LV-T45. RftS makes pretty much everything else use a standard-meter size. 3. You need the latest ExsurgentEngineering (from the same place you got RftS) to have gimbaling. However, some early engines don't gimbal; you'll need to use fins with control surfaces or all-moving wings. 4. As Ratzap says, most RCS fuel is not ALL_VESSEL. You will need a crossfeeding path between your RCS tank and your thrusters. (Ratzap: note that other RCS fuels do flow, they just flow like LF/Ox, not MonoPropellant/Xenon). Make sure you have CrossFeedEnabler; that will enable the radial RCS tanks to flow into your stack. Note however that decouplers and other "Fuel Crossfeed = false" (aka no "Fuel Crossfeed enabled" shows up in the part tooltip) will block flow. Note that like engines you must make sure that your RCS thruster (via Action Editor GUI like for engines) uses the same fuel as the kind in your tank. Ratzap: Apollo managed nearly 30 tons on 4x 441N quads. griffin247: Then build it again and tell me if it still has at least one set of right-click actons. Semmel: I can tell you what I've kept; it's harder to tell you what I don't have Aazard: RSS, RO, and the rest of my stuff won't be on Curse any time soon.
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Community Mod Repository and The Majiir Challenge
NathanKell replied to Majiir's topic in KSP1 Mods Discussions
croxis, that passed me by--looking very spiffy! What help do you need? -
LLL - Lack Luster Labs - Development Thread
NathanKell replied to Lack's topic in KSP1 Mod Development
RO generally standardizes on even-meter sizes, but with procedural parts there's little reason to need to do that. If you want to make a generic, stack-mountable engine, you can choose either the 1.25 * n size, or a 1 * n size; but if you want a real engine, might as well make it real size. I've certainly done that for all the jets I've made, and RealEngines gives all (supported liquid-fuel) engines their actual size. -
If you place cryogenic fuel in a regular tank, it will boil off quickly. If you place it in a Cryogenic tank (it will say, in the extra info page, that it's of type Cryogenic--the Jumbo64, for example, is) then it will have insulation and boiloff will be slower. If you add your engine to your craft, when you edit the tank details in the Action Group Editor GUI, you will see an option "Configure for..." and the engine's ratio. If you have multiple engines, if you hover over each button you will get a tooltip stating which engines use that mixture. KIDS is Kerbal Isp Difficulty Scalar. It's a mod by ferram4 for scaling the specific impulses of engines such that they can be made to require more or less fuel.
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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
No problem! You have run up against one of the more annoying aspects of physics. You *cannot* launch into an orbit of lower inclination than your latitude directly. You have three options: 1. Make a dogleg during ascent. See here (large book on rockets and ascents, section on doglegs or here for a general overview of rendezvous ascents. Basically you yaw some during ascent, making a "dogleg" or kink in your ascent trajectory. You can use this to change your ascent azimuth, and thus inclination; it is, however, more useful for increasing than decreasing inclination, since the impetus for your inclination comes from gravity's pull due to your offset from the equator, and thus builds throughout your ascent until you reach the equator. 2. For geostationary launches: launch into a parking orbit, then insert into geostationary transfer orbit at the AN/DN. This will ensure you arrive at geosynchronous height at the DN/AN (respectively) and can thus combine plane change with your apogee kick (circularization). 3. If launching from *very* high latitudes (the break-even point is about 45 degrees IIRC), you can launch into a super-synchronous orbit and perform a bi-elliptic transfer. Here's what Proton does for some geostationary satellites. You actually burn for a much higher apogee, and do your plane change there (cost of higher apogee + cheaper plane change + circularization burn to bring your apogee down < more expensive plane change). Then you move your perigee to the desired orbit's apogee, and finally you circularize at perigee. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
marce: ah, ok! Sorry, I misunderstood. It's just in the past I have heard of people installing both, and... :] I think you will find some excellent satellite engines in the AIES pack; as for upper stages, KW engines are used for the RL-10 (hydrolox upper stage) and AJ10-118K (storable hypergolic upper stage) / Apollo SPS. Basically anything listed on the Realistic Engines sheet as U is a good upper stage, and U+ / O a good vacuum-only, possibly-restartable upper stage / orbital maneuvering engine. Note that vacuum engines have huge nozzles; for example, the RL-10 has as large a nozzle as the Mainsail or Skipper, but only provides about 100kN thrust. (It's to do with efficiency in vacuum.) Don't be fooled by size. Don't be afraid to make short, squat upper stages! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
marce: too dark. Use words please. Also, what do you mean "all engine packs" The OP says either install RealEngines or RftS. I can't tell you what engines make good upper stages unless I know which pack you're using. RedAV8R: the Big G service module is flipped so that "control from here" when you use its docking port will be correct. If you flip the model, then when you "control from here" on it for docking, your forward and back axis will be flipped, IIRC. -
WindShields, please post questions in this thread, not in this thread and a separate thread. They will get answered. For those with KSC underground: increase your terrain detail level from Low to Default or High.
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griffin247: delete the RPL folder. Start your save, load that craft, see if you still have RPL items in the action menu. Oops, regarding the Communitron 32. I'll fix it for next RO. MedievalNerd: FASA_Mercury_Redstone_Eng, FASAMercuryRedstoneFin (both go in Explorer node with the rest of the Juno I parts). (Ninja by Ratzap)
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Why apologize?
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It does, actually (well, by default it doesn't compress TGAs and doesn't compress do-not-compress-flagged MBMs); it's just that what it compresses the files to is a fixed-size lossy compression (DXT1 for 24bit/RGB files, DXT5 for 32bit/RGBA files) so that will be worse than many PNGs and better than all MBMs. Cheers!
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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
Editor Extensions does that.- 14,073 replies
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Add a full tank and use tweakables to empty it.
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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
At least two mods exist for that. Search for GPWS?- 14,073 replies
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Anyone using MechJeb needs to get today's release, btw; fixes an incompatibility with the RSS dll.
- 3,404 replies
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- renaissance compilation
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griffin247: open your GameData folder. Do a search for *modulemanager* in the little search box. See how many entries, and what, show up. Spooks: Not sure. I'd suggest just adding MJ to all probes/pods. Silpion: Are you using the latest Realism Overhaul? The latest Realism Overhaul includes RedAV8R's FASA patches, which you need in order for FASA parts to be realistic. The LR18-4 is a techlevel 2 engine, and should therefore be in the second Rocketry node. So is the LR87, four of which, clustered, provide more thrust than the LR18-4. MedievalNerd: if you don't see it in your tree, you're not using NovaPunch2...
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STACK_PRIORITY_SEARCH will drain from the farthest tank available. If you want a different flow mode you'll need to rewrite Part.RequestResource and add it. However, for any given single part, the *part's* CoM doesn't change whether it's full or empty; a wing part with a given CoM will maintain that CoM. It's just if you have a stack of fuel tanks, the top one will drain first, shifting the *stack's* CoM down.