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KSP2 Release Notes
Everything posted by NathanKell
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Thanks! 10char -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Uh, explain to me how you would recreate an ablative nozzle on EVA? Or apply a hypergolic igniter while propellants are flowing without being melted by the exhaust? -
Mod bundler for "Real Solar System" (DEFUNCT)
NathanKell replied to jamis's topic in KSP1 Mod Releases
All my mods' links (except RftS--will fix soon) have been ported over to GitHub. In addition, RO now no longer by default includes RealEngines; that needs to be grabbed from the link the OP (or RftS, also from link in OP). -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Tiberion: cool, thanks! If I get three minutes to rub together I'll even see if I can have a go at updating the texture, but no promises -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Oh yeah, Tiberion, a question. I still often use some of those old NP1-era engines (in particular, I use them in Reaching for the Stars). Since I try to release all craft files I demonstrate in RftS, I was wondering if you might put them up for download (or mind if I stuck the ones I use in RftS). Actually, the only one that really gets used is the Bronco--the 3x and 5x Bearcats can be made by using 3x and 5x Bearcat S1 singles, and the M-50 and M-50 5x now have FASA counterparts in the F-1 and the Saturn V 5x mount. So...would you mind having the old single Bronco up? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Loving these new parts! -
First: I have fixed the link for the 8192x4096 normal map. No renaming required, now. Ralathon: Wow, that's interesting. Well, it sure proves the other PQSMods aren't configured right, because that's exactly what they should be producing. SpacedInvader: No, I'm talking about the PQS. The PQS is the terrain and is a Untiy GameObject; as such it can have various components attached to it. PQSMods are components. Here is a list of all stock PQSs (as of .22) and their PQSMod components, with most of the stats of those PQSMods' members dumped. (Thanks to ZRM for this!) There is no generic PQSMod. What I was talking about was a generic loader for configuring all PQSMod-dervied classes; the idea would be instead of modifying any given PQSMod by doing PQSMod_foo { member_bar = newthingy } in the RSS cfg, which relies on RSS knowing about PQSMod_foo and having member_bar exposed so you can change it, you would fully specify the object (as they are in the dumps linked above) so you wouldn't need hard-coded RSS support for changing that particular mod's member for each mod and member. This would mean, for example, that if you wanted to modify the PQSMods Minmus uses, you could just add all the ones it uses and change what you want, rather than waiting for me to add support for that member of that PQSMod to RSS. So basically the 'universal' PQSMod configurer would mean that it could all be done in CFG without requiring any DLL changes. metaphor: Sorry for delay! Glad you got it figured. Check out the component dump above. It should prove very useful.
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Looks very snazzy! (And I obviously appreciate the 1:1ness of it...) A request: can you check in with Ferram about the wings? FAR requires wings to be set up in a certain way when the model is built or Bad Things happen...
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[0.24.x] Stock ReBalance v1.4 | 11/09/14
NathanKell replied to stupid_chris's topic in KSP1 Mod Releases
If this runs before HotRockets, yes. You can do that by putting the cfgs in a folder whose name starts with 0, for example. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
For the small podded jet, something like the J85, really (in its civilian guise, maybe). For the small turbofan, maybe the RB199? Its diameter is in that range. For the small turbojet--well, what about the F404? With vectoring, a la X-31. That's the only reason I can think for it to look like that... For the ramjets, two ramjets. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Do you have auto TF on? What gimbal are you using? MJ is really bad about KM_Gimbal, and with auto-TF it may be miscalculating the vessel's turning ability too. Try going into Attitude and checking "Use SAS" and see if that improves performance. -
SpacedInvader: alas, as with everything else KSP, the documentation is "look at variable names, try stuff out, repeat." Or asking other modders. Since most of the procedural PQSMods use libnoise-based noise, a fair attemt at "reading the manual" would be to familiarize yourself with libnoise and with Perlin noise / simplex noise and things like that, and their terminology. That'll make understand KSP's use of them much easier. As to where they reside: they're components of the PQS object they modify. You can get them by finding the PQS and then grabbing all components of type PQSMod; that will get you a list of the PQSMods for that PQS. (PQSMods generally derived from the parent class PQSMod.) You can modify them by, once you have the pointer to the object, changing its members. When done, you rebuild the PQS. RSS does this, starting here: https://github.com/NathanKell/RealSolarSystem/blob/master/Plugins/RealSolarSystem/RealSolarSystem.cs#L524 As you can see below, I've exposed a number of PQSMods' members to the cfg; the next main step will be integrating the generic PQSMod loader Krag offered. However, in some ways that's less helpful because (I think--it's been a couple months) you'll have to fully specify PQSMod members, rather than now where things are only touched if you tell RSS to do so. Regarding 22 degrees: I said that a slope from sea level to Mt. Washington (2km) if they were 5km apart, would be 22 degrees going only from the heightmap; sea level to 15km would be rather different. Also note that due to the various other PQSMods, height is never exactly what the heightmap says; my guess is the ridged altittude curve is making those slopes even sharper (presumably that much variation is enough to trigger it, whereas I haven't found the settings to trigger good behavior for the gentler slopes normally encountered). Ralathon: that's very interesting! Are those mountains 5km x 5km at the base, or are the various other PQSMods tightening the base to make the slope sharper?
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SpacedIvander: I linked it a page or two back, but here it is again. Fast forward to about 15 minutes in IIRC (unless you want the stuff from Harv too). The downside is that due to how KSP handles PQSMods, every mapdecal added will be checked for every vertex. Now, it should return quickly after a check if this vertex is radius units from the center of the decal, but still--it's not a good way to handle "piecing out" a global heightmap, rather for some few detail areas. What would be much better--and what asmi and I were talking about, oh, six months ago or so--would be to actually creating a paging/LOD PQSMod to handle multiple levels of terrain detail. But that's quite a bit of work. Manipulating the heightmap is exactly what those other PQSMods do, basically. It's not like PQSMods all occur in their own universe; they're *all* applied, in order, for every vertex. Usually first the heigthmap, then the ridged curve, then the straight noise. They are, basically, signal processing. Ralathon: That's, as above, exactly what the other PQSMods do. I'd much rather tweak the values of things already doing that than add false data to the heightmap (the reason a pixel is a given color in the heightmap is because the average height for that 5km x 5km area is that height). Let me try to say this one more time: the main reason the terrain is poor in RSS is because I (and anyone else who wants to help) has not had the time or the luck to fix the other PQSMods. The tools are there. We just have to use them. If we want 100% real terrain, then we need to play around with map decals and paging heightmaps and the like. But as long as we just want nice-looking terrain, the procedural tools we already have should suffice.
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Forum bugs - 500 internal server error
NathanKell replied to TouhouTorpedo's topic in Kerbal Network
Great! Thanks. -
pingopete: Flicker remains as before: as soon as you enter a different scene and return, it's gone. Shorelines are better now, especially if you play with a super-high maxLevels. And yes, that's the texture in the OP. SpacedInvader: I am not sure whether PlanetFactory CE allows you to export heightmaps; if it doesn't, let me know and I'll add some functionality to RSS to do that. The problem, let me reiterate, is *not* that the heightmap is somehow mismade; it is that for a planet of Earth's size, a single large heightmap is simply insufficient to produce anything but gentle inclines. This is because the maximum resolution possible in KSP for a heightmap for a planet of Earth's size is 5km a pixel. Even if, let us say, one went from sea level to the height of Mount Washington (highest point in the Northeast US) in the space of one pixel, it would *still* be only a 22 degree slope. You simply cannot get the "cragginess" you want from playing with the heightmap. Nor is there a way to play with how the heightmap is interpreted (in its own heightmap PQSMod). Instead, you have two options. It's best to combine them, but only one is currently supported in RSS. Option 1 (not available yet) is to create a number of "detail area" heightmaps. For example, creating a hires heightmap for the area around KSC, or for the area around Kerbin City, or various other interesting spots. That's what that flat land around KSC actually is, by the way: it just has a flat heightmap. This way you can have a decent-res heightmap for the entire planet and then also have some high-detail areas. Option 2 is to play with the procedural terrain PQSMods. That's exactly what they're there for--to create detail below the resolution of the heightmap. By playing with the frequency, persistence, octaves, deformity etc of the other PQSMods--particularly the Ridged Altitude Curve which does *exactly* what you want, i.e. sharpens slopes--you should be able to get good terrain. Watch that video where Mu explains PQS if you haven't yet, he demonstrates visually what various PQSMods do.
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
NathanKell replied to Taverius's topic in KSP1 Mod Releases
Use FAR. I mean, there's tons of reasons, and this is one of the lesser ones, but...use FAR. -
The Open Part Mod - Week of 4/11 project started
NathanKell replied to frizzank's topic in KSP1 Mod Development
You are, as they say, a boss. I think this might finally get me to try out Unity. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
While you're adding configs, could you also support the (newly bumped) Taverio's Plane Parts pack? It has IIRC a radial jet, a small basic jet and advanced jet, and two sizes of ramjet. (I mostly use the ramjet model as an "early jet nozzle"...) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Ah, thanks. Will do. -
Nope, that's a normal map for the scaled space mesh. I'm talking about a heightmap for PQS, and RSS (or PlanetFactory CE) is the only way to change that. Output_log.txt please
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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
It's something the part maker (or anyone) has to do and is pretty simple, you just figure out the chord, area, and taper ratio IIRC.- 14,073 replies
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