-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
Aw, thanks folks. :] The issue is that the plugin is still using stock science for the actual experiment, which means we're stuck with Squad's determination of situations, and thus even a trace amount of atmosphere is enough to make a situation FlyingHigh, not space. (IRL the Earth's atmosphere extends out past 7,000km IIRC....180 is not that much in comparison!) That said, Earth's atmosphere *does* end before the 100nm reference orbit (185x185km).
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
9911MU51C: I think you will find (1) that if a modder titles their fairing parts "fairing" or "shroud," FAR will detect them automatically, and that (2) that's probably because the modder didn't assign proper-size attach nodes (and .23.5 means that everyone has to do that now). It ain't FAR.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Been playing "real rockets only", more or less. Bumper-WAC: (I first flew WAC Corporal, then Tiny Tim-boosted WAC Corporal to get aero science; then this for the low-space.) Vanguardnik Sputnik1 + 4x separatrons = Vanguard satellite plus upper stage. Then an Able based off the A4 (y u no support Mini Orb Bertha? Makes a great Able in RftS) and a lower stage based off the (over-powered) Decurion with two verniers.
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
1. Yeah, it's hidden pretty well. It seems to work perfectly for Earth in v6, but I've heard some strange reports from other folks about other CBs, and I haven't actually written a tester for it or done extensive testing. You might also (obviously) want a slight offset along each vertex's vertex normal to avoid clipping. It seems reasonably fast, although I've only used it on stock scaled-space meshes (maybe adds 10 seconds tops to wrap all CBs' meshes). I would assume its speed is closely correlated to the PQS map exporter, which has a profiler and takes 11 seconds to render a 2048x1024 map, IIRC. (Presumably you will have fewer than 2 million vertices!) 2. Ah, right, Yeah. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Converting the ARM tanks to be for SLS makes sense, I think. For generic rockets I think we all use stretchies anyway... -
SpacedInvader: I mean, once your normal map is all finished (and looking purply), and you would normally be done. *Then* do the channel swaps and channel inversions. That sounds *very* weird about the maps not switching in. I'll dig a bit about what shader (and textures) those bodies are using. Re: voronoi craters, is this with the planet editor? Re: earth, I'm all for stepping if it makes it better. I basically got it to something more presentable and said "ok, release time!" rather than burying myself in it...
-
Supernovy: cool! (And very nice mini-lander!) Will add.
-
That screenshot in the upper left corner of the montage? Gotta say, it took me about 20 seconds staring before I realized they weren't stock parts even though I know what the Soy-juice looks like. Amazing job blending in. And a hearty "Hear hear!" regarding IVAs. Glass cockpits are new-fangled toys for whippersnappers! (Uh, one little note: NathanKell )
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
See here: https://github.com/NathanKell/RealSolarSystem/blob/master/Plugins/RealSolarSystem/RealSolarSystem.cs#L1200 Input is any spherical mesh and a PQS controller; it will adjust the spherical mesh's vertices to comport with the PQS. Not quite true; see the source for asmi's ECLSS here: https://bitbucket.org/asmi/ksp/src/0f35bb2580c6/KerbalPlugins/?at=default asmi has working multithreading for running resource checks for on-rails craft. -
[WIP] ZPAK 0.01 (stockalike parts FTW!)
NathanKell replied to ZodiaK's topic in KSP1 Mod Development
Some LEM proposals: http://blog.iso50.com/26688/convair-lem-proposal/ (Convair, then Republic). -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Everything I've ever seen says that vac thrust of the RS-25 is 2279. 1817.4 sounds like sea level thrust. (Check wikipedia, astronautix, and the US LF Engine list). -
SpacedInvader: See here for dealing with normal maps (and the 90 degree light offset): https://github.com/NathanKell/RealSolarSystem/wiki/PQS-Textures-and-Heightmaps (And thanks for doing lowrez too!) There must be some way to shrink voronoi size--I seem to recall seeing something about it. But we can't much increase the frequency, since when I bumped it up it sucked up 500mb more of RAM! Regarding Earth, I would suggest putting at least some effort in; it's the planet most players will see the most, since most missions (excepting stuff launched from EPL) will begin on Earth, and many will also end there. Plus planes, of course. regex, that's super impressive! I wonder what using those tweaks in full-on RSS would do... Regarding ocean textures, at one point I was looking at likely PQSMods but didn't turn up anything obvious. However, rbray is replacing land shaders and soon I think also ocean, so we'll just switch to that...
-
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Are you sure you're not looking at the 3x or 5x mount? My SFJBRealEngines has a single RS-25 at 2279kN. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
OtherBarry: sure! Send me the latest when you have it, etc. RaccoonTOF: That's...quite weird. I see no particular reason that would break. Suggestions. 1. Upload output_log.txt 2. in ModuleEngineConfigs, add type = ModuleEnginesFX 3. Make sure you have 1, and only one, MM. Also, you don't need !NODE{} since there's no NODE node. Oh, maybe add spaces to your node_stack_top line? For throttling...well, since this is a real engine, for everything: check out one of SFJackBauer's RealEngines configs, say, for the RS-25. The only things you'll need to insert are the inside-MEC ModuleEngineIgnitor block, and the MODULE {ModuleEngineIgnitor} block. The he does them, they have custom per-engine techlevels so you can set throttle as desired. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
You know about the MeshWrapper, right, that I use in RSS? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
NathanKell replied to shaw's topic in KSP1 Mod Releases
Can you manually trigger mono's GC afterwards? The texture may be dereferenced but not freed? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
rbray, is there any way to add an offset for volumetric generation height? Due to the RSS issue where the spherical cloud layer is lower than expected, it's *way* lower than the volumetric clouds. -
Why would that be a problem? ModuleEnginesFX supports engines with multiple thrust transforms...
-
RCS thrusters are bladder-fed, didn't that get established? So you'd be ok.
-
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
StretcyTanks/Parts/tech.cfg change line with start to start = 1000 Keramzit/ProceduralFairings/common.cfg change to look like PROCFAIRINGS_MINRAD { start = 0.001 precisionEngineering = 0.001 } PROCFAIRINGS_MAXRAD { start = 9999 aerodynamicSystems = 9999 heavyAerodynamics = 9999 experimentalAerodynamics = 9999 } RaccoonTOF: cool. Engine ignitor is simple: for the main engines, and the Pyrios booster you give them this (will set up a 1-ignition limit that costs some EC to use): MODULE { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 25.5 } } and for the J-2X, that presumably has, what, 3 restarts? you do this: MODULE { name = ModuleEngineIgnitor ignitionsAvailable = 4 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 5.0 } } -
[0.23.5] Venera (K.K.K.P) Project v0.1
NathanKell replied to ImmerHerstellungWeltall's topic in KSP1 Mod Development
Yep, Releases is for Releases, Dev is where this should go. That said...you have my interest!