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Everything posted by NathanKell
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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
Ferram mentioned that adapters are behaving a bit weird right now; fix coming. It does treat procedural adapters the same it treats non-procedural ones. -
lireaper: Eh? What fuel are you using? Aghanim: verify you have (in GameData) a SFJBRealEngines folder with two RealEngines cfg files in it. (And if you want different engine configs, delete that folder; you'll still have RO, but you can install either stockalike engine configs or RftS engine configs).
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Yes, 99% of what DRE changes in parts is giving them sane max temperatures. I invite you to find solar panels that can heat up fine to 3600C Engines mostly get capped at ~1800C, and since that's about half their original max temp, their heat production is also halved. -
The most recent version is the only version that's been posted so far. Ferram: Heh, I keep forgetting Slick 6 is finally in use after all those years. Neat article (by the excellent Dwayne Day) on its history, and The Curse. Speaking of all those space centers--anyone got hires topographic data? MapDecal is, after all, a decal, so rather than a simple flat heightmap we can use a hirez heightmap for, say, KSC.
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Uh, it was used for that. It was used for that for three decades: all NRO KeyHole satellites KH-1 Corona through KH-8 Gambit 3. That's why Agena is the most-launched upper stage of all time. Also, unlike many upper stages, the whole Agena stage was a spacecraft and was the bus for the spy package (i.e. it didn't carry a satellite, it *was* the satellite). Hence the three-axis stabilization, solar panels, and secondary propulsion system.
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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
lireaper: looks like you didn't install RealFuels. -
AndreyATGB: thanks! Not all PQSs have the same PQSMods, so Duna likely doesn't have some of those, and has others instead. That would be why just copying nodes from Kerbin won't work.
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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
lireaper: sorry, didn't see this page when I posted. You uploaded the right file. I'll look through it and let you know. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
lireaper: the output log is a file. Upload it to dropbox. Note that we want output_log.txt, *not* ksp.log jandcando: delete KER. Delete toolbar and install it fresh. Try it. If it works, then install KER. If it breaks, it's pretty clearly a KER issue. -
AbeS: I haven't looked into the code of the planner yet, sorry. brooklyn666: it's defined in the actual orbital stats. An orbital epoch just means "the time at which these orbital parameters are correct." So what I've done is said that "these orbital stats are true 1577907488 seconds from now." The orbital stats are those for the bodies at the J2000 epoch, which the epoch line at the top of the cfg says is 1577907488 seconds from game start.
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First, you need some background on PQSMods. The way PQS works is, when it's about to build a vertex for the quad (quads are the basic building blocks of the PQS, a subdividable chunk of terrain), it first creates a vertex at planetary_radius from the center of the planet. Then it calls each PQSMod to see how that vertex is changed, in the order specified (each PQSMod has an int order field; lowest called first). PQSMods, well, they modify how the PQS is built/updated/etc. Here, we're interested in PQSMods that modify how vertices are built. VertexHeightmap has a low order and goes early. Given the vertex's original position it will look up the corresponding texel in the heightmap. The vertex's new elevation will be original_elevation + heightMapOffset + heightMapDeformity * white_level_of_texel. That becomes the new elevation of the vertex and is passed on to the next PQSMod in order. VertexSimplexHeight passes the vertex elevation to a multilevel simplex noise function. output elevation = input + deformity * simplex_evaluation. For frequency and persistence see http://libnoise.sourceforge.net/glossary/ The VoronoiCraters mods do the procedural craters on the moon, yes. deformity works like always, frequency works like for perlin or simplex noise. Don't change it much or you'll be losing hundreds of megabytes of RAM (a doubled frequency here cost ~700MB!)
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AndreyATGB: awesome! Checking out. Mind if I merge the non-PF portion into RSS itself? (Also: I think it makes more sense to have moons of planets other than earth have their inclinations relative to the ecliptic, as when you're doing Mars/Jupiter/etc transfers from Earth the ecliptic is your reference, and other than Mars you're not going to be landing so tilt [and fake tilt via equator-relative inclination] matters less.) So sorry about forgetting to explain that stuff! Here you go (in next post) Ferram: Slick 6 is finally getting used? Re: epoch. The epoch is J2000 minus 50 solar years (note that the way the epoch parameter works is actually "subtract epoch from UT to get current time" so times before 2000 get positive epochs). Epoch should be set for all CBs.
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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
lireaper: upload KSP/KSP_Data/output_log.txt for us. Make sure you have only 1 set of engine configs. -
cardgame: gotcha. Chebalu: news to me if it doesn't; stretchy does after all.
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Horizon Aeronautics - Development Thread
NathanKell replied to stubbles's topic in KSP1 Mod Development
To the best of my knowledge land launch from Baikonur (52d) is 13.5; equatorial to LEO would be 14.8. Unless there were recent upgrades? NMB is right, obvs -
Horizon Aeronautics - Development Thread
NathanKell replied to stubbles's topic in KSP1 Mod Development
13.5 tons to 185x185 at 52 degrees -
I've always had a fondness for Scout.. With the new utilization slider you should be in a much better position to remake it than I was! Also, now you can use HoneyFox's thrust curve plugin so the solids can have spot-on burn times and curves. Also, I seem to get *massive* drag losses--on the order of 1700m/s!--when using that type of craft. Dang low gravity losses though!
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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
NeonEagle: 1, many engines are not throttleable (per their RL selves). 2, some parts are engine clusters, i.e. single RS-25D, quintuple RS-25D. Streetwind: There is no single "official" recommended suite of mods, but IIRC the default for the bundler is pretty solid. The main choice involved is, do you want full-on real engines only, or do you want RftSEngines, where the engines have realistic performance but don't 100% model real engines and thus allow more generic rockets. Also, if you're using RPL as your tech tree, you want RftSEngines. frisch: the bundler is the solution because we *can't* have a single big zip due to mod licenses. And I certainly am not taking you as complaining, no worries! As AbeS says, capsules should all have appropriately-sized decouplers, both resizes of stock decouplers and ones from Deadly Reentry. Though, yeah, I've basically stopped ever using non-procedural interstages or decouplers; they work for everything, and are super-useful *and* super-pretty. A bit tricky to get the hang of, but once you do... (Also, you don't need to match engine size to tank size. You don't even need a conical tank; often a 2m engine will look fine on a 3m tank, for instance.) -
cardgame, thanks for the log! Zipping and uploading the whole thing somewhere would be helpful too, if you don't mind, just in case, although you did some good snipping there. I'll look at it when I get home, and I alerted taniwha (who's done most of the tank code for RF/MFT). Ninja'd. Starwaster, I can confirm the SRB issue has reappeared. Also, the FAR error is IIRC harmless; some control surfaces bug out on load but work ok ingame. Dunno about the KER thing; try playing with MJ rather than KER for a few days just in case that's contributing.
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Shiny.... <3
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Mu said he'd ask about having it in .24. I haven't heard since.
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Captain_Party, if you're taking requests: RAF Boscombe Down, and a launch site on Sri Lanka's east coast. Ferram: Scout, or LJ, or LJ2, would be my guess for LV. Unclear which. Thus maybe San Marco?