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Everything posted by NathanKell
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sidfu: I don't really know what to suggest for multipliers; I haven't played non-RSS in soooo long. It's probably easier to just use realistic masses on and use KIDS, rather than futzing with multipliers. Change ModuleHybridEngine to ModuleEngineConfigs instead. It's 12k *what* though, 12k liters? Meaningless. What matters is mass. You shouldn't need a modular engine config for any engine for it to be recognized by a tank in RF; you'll still get the autoconfigure button. Anyway, stock KSP uses 55% Ox, 45% LF by volume (aka units). Regarding LH2 "making sense" - you might find LCH4 (LqdMethane) a better deal. It has a rather high Isp (though not quite as high as LH2) but is much denser with lower boiloff.
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Conveniently, it's called "Visual Enhancements"
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blackheart612: looks awesome! Segmenting is fakeable: that's what my original SRB texture fakes, along with the autoWidthDivide stuff: when you stretch it vertically it adds more segments on the texture. If you want *actual* segments, then right now your option is the Advanced SRB mod. What might short-term work better is allowing different nozzle/skirts for the SRB. (As, reading the next page, suggested by DasBananenbrot) And yes, nozzle resizing based on thrust (and a limit to thrust, based on maximum possible nozzle size for that diameter tank) is coming, per discussion I had with Ferram, oh, must be near a month ago. I just kinda forgot (and got busy doing other stu--OOH, SHINY). blackheart612, don't you go underestimating! Your stuff is *darn* awesome.
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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
Then...you really might want to reconsider your no-updates policy. Especially since I (and every other modder I can think of) will not support users running non-current versions of our mods. Regardless, you *do* at least have those linear RCS thrusters. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
junkie_business: that cfg *looks* correct. You say it freezes on startup? Can you close it when it freezes and then post your KSP/KSP_Data/output_log.txt for me to look at? SFJackBauer: awesome! I'll put this in the next RO. Uh, regarding crashTolernace and breakingForce/Torque, you really should probably stay with the values ANWRocketMan/Scripto suggested; crashTolernace = 60 means the engine can hit the ground at 60m/s without breaking, and breakingForce/Torque that high may do odd things to KJR. Ideally you'd keep crashTolerance at 7 or 8, and scale bF/bT with part size/mass. Stretchy uses approx 970 * part.mass ^ 0.37, for instance, so 800, rising to 3000 or so for a 10t engine, sounds about right. Deathsoul097: with RealEngines your best bet is clustering LV-1/LV-1R/Des-T5. To get the same thrust as the Viking lander you'd need 8 of them. (Although...Viking used hydrazine monopropellant, so you could use a bunch of linear RCS ports.) Dragon01: EE is actually freshly updated (via the link in the OP) which is why I'm using it now); its advantage over dtobi's KM_Gimal and HoneyFox's tweakable gimbal is that it is not (or seems to not be) tied to engine local orientation, which means that engines with flipped gimbal transforms (like, say, the NP2 K-2X model) will work properly out of the box, whereas they don't without some effort for the other gimbal plugins (aka "why are my controls inverted!!!11one"). You're right it doesn't support trimming, though, and both other gimbals support inverting so that that issue can be fixed when it appears... -
GavinZac: uh, try placing landing gear in symmetry. Note that they aren't actually mirrored, just translated (shiny side of wheel is always on the right). KSP "mirroring" is *weird*.
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sidfu: NTRs use less propellant mass than they did before RF, since their Isp is higher. What has changed is that, since LH2 is very light, you need many *liters* of it, compared to other denser propellants. What you have to look at is your total craft mass, not your total craft volume. Also, note that you may not want to use non-realistic mass if you plan on using NTRs: the NTRs in RealFuels have realistic masses (which means even *lower* TWR than in KSP) so with a 3.2x multiplier to mass they must be exceedingly heavy. The NTRs do have some issues at the moment since ModuleHybridEngine is broken; I need to fix it. Same with (Dragon01) supporting ModuleEnginesFX. As I've said in a number of places I'm away this and next week and have only an old laptop and spotty net access, so no promises.
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RLA Stockalike v10 released 11th August
NathanKell replied to hoojiwana's topic in KSP1 Mod Development
Isp of 340 needs a mass ratio of 16.3 or so in real life. You'd probably need balloon tanks, but there have been rockets with that mass ratio (basically, old Atlas with modern engines would be SSTO, for example.) -
asmi: sounds like the issue may be you're using RealEngines with this tree rather than RftSEngines (given the reference to Ariane 5); the latter is what it's designed for. If you're using RealEngines, engines may well not be in the right technodes because in RftS they have different roles/eras. This also might account for heat issues; SFJackBauer just released an update that fixes some heat issues (in the RO thread); see if that helps? And that hand-designed launch sounds super awesome. (Alas I am away for Two! Whole! Weeks! without desktop, but I can at least post to forum and I *should* be able to run VC# on this laptop, so some stuff may get done. ) And yes, I did say so myself. You are. (Oh, btw, I thought I fixed those two large high-thrust engines you were bugging me about in RftS, but apparently not. Well, they're fixed now, so there should be no single-chamber engines that has more than 10% or so more thrust than an F-1A, even at present tech level, and same for four-chamber / RD-170. Uploading soon.) Draft: ah, crap. Ok. Well, they are changeable via ModuleManager (just ! each old value and add new ones--or just add new ones period) as of 1.5.7.
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Re: sizing: Or you could just, y'know, make everything 1:1. Simpler that way.
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you can use [ imgur ] tags around the random letters at the end of the link, like so: -- snip -- On the imgur page, below the images, to the right of where it says 1 of 162, is a link that says Download.
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Optimal Ascent Path with FAR / KSP Simulation Software
NathanKell replied to version2_1's topic in KSP1 Mods Discussions
Looks promising! A question--I take it you're assuming a zero-lift ascent (since you can assume a Cd). But--even if that's a safe assumption, about which I'm quite unsure, isn't there a drag spike in the transonic regime, and a different Cd in the supersonic regime? -
[WEB APP] Launch Window Planner
NathanKell replied to alexmun's topic in KSP1 Tools and Applications
Hi alexmun! Great to see an update to this. A question for you--what license is the planner released under? I'd like to make a version of it for RSS, and regex was interested in making one for the 6.4x Kerbol rescale.... -
drtedastro: when I get a chance I'll at least get Firespitter's texture switcher working for PF. I'm away on a trip so I can't get much done at the moment though. Got it working for Procedural Wings so I'm learning. blackheart612: if you set uScale to 1.0 instead of 2.0 for your texture, it shouldn't tile the texture around the tank anymore. I note you are doing that for orangesides2.png - is it still tiling it? So that's texture. Regarding geometry--swamp_ig is currently working on a refactor of Stretchy that should easily be extensible to other meshes. OP updated with both packs!
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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
jpinard: thanks! junkie_business: post the section where you're doing the rescaling. Sounds like you're not doing it the same way I was in FASA.cfg. -
Ralathon: I know they're commented out. What I'm asking is how it negatively impacts the tanks' actual use: when you place the tank, is there LFO in it that you can't remove? If you remove it in the VAB, does it reappear in flight?
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DRE doesn't do anything strange to telescopes; it doesn't even know telescopes, as things, exist. If you're getting overheating from a KSPI part, I suggest you look at what modules it has, and see if those modules do things to heat.
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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
Sorry, I'm a bit confused. What black and white LFT of mine? Try rescaling it the way I do it in FASA.cfg (note that I don't touch rescaleFactor, or if I do I also use 1/rescaleFactor for the scale inside the MODEL node). -
That's *really* weird. You're saying for a regular, say, FL-T800 tank, it starts with its LF/Ox. You remove them in the action editor, add whatever other fuels you want, launch, and the LFO returns?
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What version are you running? That was fixed ages ago.
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Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
Patupi: thanks so much! And yeah, you don't want to know how many tabs I have open, between this and RF and RO and... I'm away on a trip and have only my meh laptop and some spotty wifi, but I'll see what I can do. That said, a couple teasers. Supermarine Swift, the "workhorse of the war." The best jet hunter of the war to see widespread deployment and use. Seen here in RAF green, though it would go on to serve with dozens of nations after the war. Note swept wings, "flying" tail, and "stovepipe" design where the center of the fuselage is all intake, jet, and exhaust. Wright-Northrop Dagger, a high-performance "delta wing" hunter that was on the drawing board when the war ended. Shown here in USAF hiviz. Note area-ruled fuselage.