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NathanKell

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Everything posted by NathanKell

  1. Yes you need only grab the heat shield cfg from RO. That will give you RSS class heat shields, which you need if you're upping the heat.
  2. Oooh, that's even better--rather than doing half my work for me, you're doing all my work for me.
  3. sploooshman, thanks so much! Glad it's providing exactly the enjoyment (and challenge) I'd wish it to. If you can't resize the texture, btw, let me know and I'll email you a resized copy (you too SlimeCrusher). JRJJ0: Replace the PQSCity and MapDecalTangent nodes with this: PQSCity { KEYname = KSC repositionRadial = 158200.0, -220.0, -570000.0 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 75000 } That should give you the same KSC and peninsula there was in v5. You also need to remove the heightmap = filename line in PQSMod_VertexHeightmap, and the two SS lines above that point to filenames. I *think* that should do it; you'll get my terrain tweaks but the old heightmap and old scaledspace color/normal maps. Note however that the old heightmap is pretty low resolution, so terrain will be its old blurry/gentle self from earlier RSS versions. hydropos: make sure you align planes with the moon's orbit before trying to transfer to it. metaphor: Thanks! Sorry about the stupids/typos, but the problems with atmospheres go deeper; eggrobin is currently redoing them vs. the standard models and best-fit polynomials. Expect much improved curves for v6.1.
  4. camlost: Dirt_Merchant is doing a bunch of research on airframe structural mass etc so that B9 and stock spaceplane parts can finally be fully supported. -1 basemass is a good interim fix, though, quite right--not everyone is as crazy as I am (I who adds ballast in the form of HTP or IRFNA to get the mass to "feel right" for aircraft....)
  5. Subcidal: Thanks! And sorry about the snark re: gravity turns; you're in a heck of a minority then (Also, holy crap what TWR are you launching with!?) I added it to the RSS wiki when I wrote it... https://github.com/NathanKell/RealSolarSystem/wiki/_pages
  6. Oh, I thought you were still using EngineSim's calculation based on altitude. Sorry!
  7. Hey, if you're willing to share, mind if I use that in RSS? I didn't have a chance to change spawning logic in v6 and I'd rather not reinvent the wheel.
  8. That means those other mods' parts aren't FAR-compatible, yes. While FAR automatically configures itself for all non-wing non-controlsurface parts, those latter two types of parts need their own hand-made configs.
  9. Do you create a fixed number of particles for a given hex? Because I think *that's* the issue here. I have other RSS issues of course (for one, the sphere cloudlayer disappears from some angles when in LEO) but the issue I'm talking about is that I upped the hex radius 10x and it looks like it kept the same number of particles, just distributed over a wider area.
  10. Bloodbunny: are you playing on Kerbin, or with RSS? Remember that if it ain't RSS, it ain't Earth, so your experience will obviously be different.
  11. Because you installed DREC in a different folder. Follow the readme's install instructions *exactly*.
  12. I half-cheated and added a conic stretchy that acts as a fairing to ease making jets with part clipping that don't suffer too much drag. Once that's done and only parts that should be causing drag are causing drag, it seems to work fine. (This is why, inter alia, it's so useful that Ferram left the coefficients visible in the latest FAR). Example: This Starfighter-with-Voodoo-wings:
  13. Re: overly-draggy gear: Do this for each part (it will zero the drag, which should be fine if the gear retracts into another part). @PART[FSbomberLandingGear] { @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 MODULE { name = FARBasicDragModel S = 0.01 CdCurve //Drag coefficient at various angles { key = -1 0 //backwards key = 1.0 0 //forwards } ClCurve { key = -1 0 //Lift coefficient key = 1 0 } CmCurve //Moment coefficient { key = -1 0 key = 1 0 } } }
  14. Known issue with the method K&W use to scale parts, and the part is the root part, and you switch/revert. Instead of, say MODEL { scale = 0.25, 0.25, 0.25 } rescaleFactor = 4 do MODEL { scale = 4.0, 4.0, 4.0 } rescaleFactor = 1 and *manually* rescale the node positions. Galacticruler: did you install it exactly to the folder specified in the instructions?
  15. Yeah, AFAIK I'm the only one guilty of this. I have my reasons though--I don't want multiple planet textures loaded at once, and the heightmap *cannot* be loaded compressed.
  16. The atmosphere of Earth is somewhat deeper, yes; this makes reentry easier rather than harder--more atmosphere to brake in. What makes reentry harder (i.e. hotter) is that the orbital velocity of Earth is almost four times that of Kerbin. Good on you for working on this, btw! That's indeed how to learn.
  17. On MechJeb and FAR/RSS/RO/whatever First, topheavy is GOOD. Topheavy means you're stable (CoM in front of CoL). It's like a dart or paper airplane--the heavier the nose, the more stably it flies. Now, here's how to fly an ascent with FAR/RSS (Other than turn end, this applies to Kerbin as well). With FAR, you must learn what a gravity turn actually is. Protip: it's not "fly up to 10km, pitch over 45 degrees." What a gravity turn actually is, is letting gravity pitch you over (hence its name). The way this works is that, once you reach a decent airspeed (100m/s or so, say--less if your TWR is KSP-normal rather than real-life-normal) you pitch over about five degrees and then don't touch pitch again. As gravity pulls your velocity vector downwards towards the horizon, aerodynamic forces will keep your rocket aligned with the velocity vector, and your rocket will pitch to follow. Your aim is to be horizontal at apogee. Note that as it stands this can't actually be done with MechJeb, since MechJeb manually controls pitch all the way and keys it to altitude. However, you can set MJ to fly a decent approximation. Here are the steps. *First, set your "turn start" to "the altitude at which you reach ~100m/s." This will be something like 1km if you have a 1.5TWR at liftoff, 1.5km if 1.2TWR, or something like 0.5km if 1.7. If you have a 2+ TWR at liftoff (from solids, say) you probably want to start your turn at 0.01km. *Second, you want to set your "turn end" altitude and your "turn shape" such that deviation from your velocity vectory (the surface prograde indicator) is minimized. For your average two-stage rocket with a decent second-stage TWR (i.e. starts around 1, ends at maybe 3 or 4--that is, like Titan II rather than modern LVs) you might want to set turn at at 150km and turn shape at 50. *Third, you fly a test ascent with "show ascent path" turned on. Watch how close the purple target (and your rocket's nose) is to the velocity vector. If it gets out of line by more than 5 degrees when below 80km, adjust turn end and turn shape. *Fourth, if you find yourself circularizing after apogee (very common with low-thrust second stages), once you reach apogee you need to play with "end angle" to keep your vertical speed zeroed. Don't touch it until after apogee, mind. Then raise it until your stage is pointing vertically enough to offset gravity; as you speed up you gradually lower that angle until it reaches 0 (no up-thrust needed) at circularization.
  18. coldblade2000: will fix, sorry. The planetfactory cfg...I dunno. I think the one from AndreyATGB is probably more up-to-date. splooshman: your video card doesn't support 8192x4096 textures. Open EarthColor.png and scale it down to 4096x2048. Greeen Skull: you might want to look at metaphor's config in the OP; does what you want. For science, check the science params in the cfg and rescale the altitudes as appropriate. Also--why would this be adding difficulty on reentry? If you scale Earth down to Kerbin's size, it will have Kerbin's level of difficulty on reentry (aka nearly nonexistent )
  19. One from me, for Firespitter (I assume all textures with NRM in their name will be correctly accounted for, and thus I do not include them): ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Firespitter enabled = true NORMAL_LIST { texture = Firespitter/Parts/Fuselage/FS_oblongFuselageRocketFuel/model001 texture = Firespitter/Parts/biPlane/textures/normal_flat texture = Firespitter/Parts/Aero/FS_oblongNoseIntake/model001 texture = Firespitter/Parts/Fuselage/FS_oblongNose/model001 texture = Firespitter/Parts/Command/FS_fighterCockpit/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageBattery/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuel/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageRocketFuel/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselage/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageHalf/model001 } OVERRIDES { Firespitter/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } }
  20. rbray: what are your suggestions for using volumetrics with RSS? I know it was discussed a bit in the thread, and I upped the hex size, but now I have just a puff here and there rather than a cloudbank.
  21. Huh? The game supports *any* unsigned integer node size, AFAIK. There may not be extra stiffening beyond size 3, but they're sure *supported*....
  22. Oh crap! I forgot to move RftS over. Will fix, sorry. I do plan to support those new engines. RftS will have a bunch of new goodies ASAP.
  23. aaaand Starwaster just posted some useful code: http://forum.kerbalspaceprogram.com/threads/71179-Plugin-Request-Real-Altitude-altimeter-that-shows-when-am-I-gonna-crash-!?p=1076421&viewfull=1#post1076421
  24. The regular DREC heat shields are not resized. New heat shields are added. Check further down in your Structure partlist.
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