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Everything posted by NathanKell
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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
tryder: this is clearly not an issue with FAR, please don't use this thread for it. I'm answering on the RPL thread.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Stopping launch clamp unlimited fuel supply
NathanKell replied to Zander's topic in KSP1 Mod Development
Uh, folks, launch clamps *do* supply fuel....in MFT or RF. So yes, mod. Zander: add this to some cfg/make a new cfg: @PART[launchClamp1]:Final { !MODULE[RefuelingPump] {} } -
ModuleEngines, for the last, oh, four+ versions of the game, totally ignores all that. All it cares about is the effect name and when it's applied. Instead, the effect is positioned at the thrust transform. If you want it offset, you can edit fxOffset in the ModuleEngines module. try changing fxoffset to 10, 0, 0 which should offset 10m in x and 0 in y and 0 in z.
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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
Check the post of mine right above yours. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Or not. Found your error. You're using a *very* outdated copy of RftSengines. When did you last download it (and when did you last download RO itself?) Follow the instructions to reinstall RO and RftSEngines (yes, this means nuking your present RO folder, installing RO, deleting the subsequent SFJBRealEngines folder, and finally downloading and copy in RftSEngines.cfg) Given how out of date it is--you should make sure you're running the current version of *all* your mods, as you may be behind on others too. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Um, I need the log from when it hangs, not when it works. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
All parts that RO adds are much further into your parts list; they're not with the originals (parts are loaded based on folder name; RealismOverhaul comes after Keramzit). Page down/right/whatever a page or three; they should show up. It's not hard to rescale the interstages; look at how I rescaled the KW fairing bases for inspiration. Re: FASA.cfg: after you quit, post your KSP/KSP_Data/output_log.txt and I'll look at it. You must have *something* lying around somewhere (do you have, perchance, *both* a FASA_Real_Gemini folder *and* a FASA.cfg file in RealismOverhaul?). EDIT: I need the output_log.txt, not the ksp.log file. -
Quite possible. I have not yet gone back over stretchies to try to get accurate volume utilization since I first determined a KVU as ~5L (utilization *should* be approx 80% of the total volume of the cylinder). Could definitely use another pass. Also, yes, it's very possible to set volume to something nonlinear in ST, although I would like to then also add a tweak such that basemass and tank mass isn't linear vs tank volume. For the case of a stretchytank where length > diameter * 2, in the usual usage of bipropellant tankage, it can be modeled (roughly!) as two capsule tanks of radius diamater/2 and sidelength (length - diameter*2) * 0.5. That assumes there is no wasted mounting space above or below the tank (a good assumption for KSP with those ridiculous engine mounts) and no wasted space for skin (not a good assumption, but ok for a rough model). It also assumes that fuel and oxidizer take up the same volume (a *bad* assumption where LOX is concerned but not far wrong for kerolox or hypergolics). It is also a bad assumption if other resources (like hydrazine or nitrogen) are kept in the tank, but there's so little of that vs. the main fuels that it's again ok for rough modeling. Anyway, close enough. The problem is modeling usable pressure volume when length < diameter * 2. At that point, perhaps divide the diameter by 3 and calculate again, and then multiply by 7? And recurse as necessary? Sound reasonable? That said, none of that should fix the issues you're running into, since S-IC and Nova have relatively-normal-aspect-ratio tanks, which means *on the whole* my utilization is too high.
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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
Captain_Party: Very, very few rocket engines are throttleable, generally only (1) modern human-rated lower stage engines (where they need to throttle down to limit Gs during ascent) and (2) landing engines like the Lunar Module Descent Engine. If you want engines that are always throttleable, use the current stockalike option. If you *really* want to play RftSEngines without throttling issues, open the cfg in notepad and replace every occurrence of "throttle = " with "throttle = 0 //" and save. AbeS: you no longer need dtobi's. My apologies; I should have tested it more thoroughly before requiring it. Some engine models, it turns out, have funky rotated gimbal transforms that don't interface well with the way dtobi wrote the module. brooklyn666: My assumption is that given that most rockets don't have even-meter sizes, you'll use stretchy tanks and procedural interstages. But per a request from asmi, who likes KW fairings better than Proc Fairings, I did a whole set of KW Fairing rescales (note: they're not changing the original parts; they're cloned rescaled parts). I did not however add rescaled versions of their interstages (since procedural interstage can scale to *any* size) but if there's demand it shouldn't take too long to add them, or you can yourself. For FASA parts you need the FASA patch in post 2 (it's a modulemanager patch file; put it anywhere under GameData, like in the RealismOverhaul folder). You also need to make sure your engine configs don't also create configs for FASA parts. I can certify that RftSEngines is safe, as is SFJackBauer's RealEngines. The stockalike configs, however, have "stockalike" configs for FASA engines. Make sure that there is no MFSEngines.cfg or StockEngines.cfg anywhere in GameData. Next, make sure you have *either* an RftSEngines.cfg file in the RealismOverhaul folder, and no real_engines_*.cfg anywhere in GameData, *or* an SFJBEngines folder in GameData with two real_engines cfg files and no RftSEngines.cfg file anywhere in GameData. -
HoneyFox: use the one I posted in post 2. Chestburster's had some issues I fixed. (Newly reupped just to be sure; I may have uploaded the original by mistake.)
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Done so. I also re-exported with min throttle removed and with fixes where TWRG changed MFS3.3->RF (so engines are once again mostly balanced for TL).
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Oh crap! Will do. I must have forgotten. Sorry!
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No probs. Edited my reply as well. Yet another sign I need better docs/OP... I'm actually Nathanael btw, so *almost* Nathan.
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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
That is indeed what RftSEngines are for, if you're using RO sizes, and the new stockalikes by J_Davis and Chestburster (coming soon; prerelease available) if not. The old stockalikes are like halfway between realistic and stock KSP. Regarding RftSEngines. I updated them. Lowered thrust of the LR18 and LR16 slightly, changed heat to depend some on TL, and, the biggest change, until dtobi releases new versions of SSE/SmartParts with the fixed gimbal, I've switched RftSEngines to using careo's ExsurgentEngineering SmarterGimbal. Note you will need the latest version of ExsurgentEngineering.dll available HERE--this is more recent than the "fixed for .23" version floating around the B9 thread. -
The second post of this thread has what you want: MFSEngines.cfg. Just make sure you open MFSEngines.cfg once you've downloaded it and installed it, and set useRealisticMass back to true.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
NathanKell replied to Firov's topic in KSP1 Mod Releases
Cool! Thanks. And I've been very careful not to distribute it, just say it requires SSE/SmartParts. Actually, if you could offer a link to the DLL only (you needn't separately compile) that'd be great, for folks who don't have memory spare for Smartparts or SSE but want to use RftSEngines and/or my (soon to be formally released) realism patch for FASA that will also use that gimbal. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Excellent! Trying (in my few minutes of KSP playing/testing a day )- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
NathanKell replied to Firov's topic in KSP1 Mod Releases
Cool! That should do it. Yes please--I've been using it as the required gimbal module for RftSEngines (one of the engine configs for Real Fuels) so it's been making those engines unusable for anyone using that mod... -
No problem; KSP is a tangle of weirdness and weird pieces of info that are never fully explained. :]
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Nope. The point of the 0.20+ GameDatabase system is that it loads everything, so that you can reference anything by those GameDatabase urls. Those aren't file paths you're using in MODEL nodes, they're GDB urls to already-loaded items.
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Ah, Planet Factory. Sounds like bad interaction between Krag's timewarp and mine, maybe? metaphor would know more about interoperation, but for now you could remove the timewarp node in RealSolarSystemSettings.cfg. KJR is Kerbal Joint Reinforcement, by Ferram. It improves part physics.
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Mod Packs: are they legal and ethical
NathanKell replied to mikeman7918's topic in KSP1 Mods Discussions
Because sometimes while it's legal the author would prefer you didn't. Just like how it's polite to ask about repainting something even if the mod license allows derivative works. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
NathanKell replied to Chimer4's topic in KSP1 Mod Development
Excellent! I'm just extra careful because I'm *sooo* sick of "here's an engine. Oh, and it has 1/4 of a fuel tank attached because...KSP."