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Everything posted by NathanKell
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
NathanKell replied to asmi's topic in KSP1 Mod Releases
Apologies, forgot to actually post. Here's my cfg with guesstimated values (GOx at ~200atm, ~1.1kg/L of tank volume) https://www.dropbox.com/s/ff6n0tbcrhsctja/ECLSS_RF.cfg -
Export your bump/normal texture from unity *uncompressed*. Are you using rbray's memory reduction mod?
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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
Regarding dV to orbit: back before I switched to RSS, my best was ~3050 expended to a 100x100 orbit. My target would be 3200, which is highly possible with a reasonably staged rocket and a decent ascent profile, no throttle limiting necessary. Remember this is actual dV expended, not a "subtract vacuum dV remaining from total vacuum dV at launch" check.- 14,073 replies
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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
I'm more likely to squee than rage re: any of those changes, but you knew that.- 14,073 replies
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Just checked by my notes from when people were first finding this. It's only ALL_VESSEL, and nuclearWaste/Fuel is set to NO_FLOW/NONE, so we're safe.
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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
Heh. The lower stage (1+4 verniers) certainly does! Though I dare say the Herakles II will look closer, with a full-width upper. Especially if it's used for satellite launches and needs a hammerhead fairing. -
Belgarion: uh, wut? They *are* sized just like many Squad parts: 1m/2m/3m, and using rescaleFactor to bring them up to 1.25/2.5/etc. Remember that when using MODEL nodes rescaleFactor is applied twice* so that's why they're 0.8, 0.8, 0.8 scale in the MODEL node. *except for root parts on revert. Please try looking into it before angrily accusing someone of not doing something they are in fact doing.
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HoneyFox: SmarterGimbal (the one in Exsurgent Engineering, right?) has broken roll control. careo is fixing it. For now try dtobi's KM_Gimbal Jiraiyah: you're playing in career mode. You need to unlock more rocketry nodes to have access to larger-radius tanks. There's a max radius for each node, and it starts quite low.
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TheFluffiestThing: You didn't delete your ModularFuelTanks folder first...remember, when upgrading my mods, you have to delete old the folder(s) first, then unzip the new install. And RealFuels, per OP, is the successor to MFS (which lives in the ModularFuelTanks folder). pingopete: post the config. I'll take a look. Starwaster: testing. It might only apply to ALL_VESSEL resources though?
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Cool! Um, SAS isn't disabled. Realism Overhaul does nerf the reaction wheels, though, because, well, pods don't really have them (and if they did, they wouldn't do much). Use RCS.
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[1.3] RCS Sound Effects (2017-06-12)
NathanKell replied to pizzaoverhead's topic in KSP1 Mod Releases
pizzaoverhead: Thanks! -
Reaching for the Stars [PH] - Jane's VI 3 Feb 15
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
Yeah. Um. Sorry. But this isn't dead! I'm gradually getting nearer to the next update. Promise! A teaser from much later, however: Aquarius-Herakles 3 roars skyward atop a tower of flame from its LR18 main engine and four LR16 verniers. The Herakles I booster has a Prometheus-derived lower stage (but without the latters's problematic balloon tanks) and new upper stage. It is hoped that a dual-engine version of the upper stage, with a diameter increase to match the lower stage, will be sufficient to launch the Project Argo spacecraft too. -
[1.1.x] Space Shuttle Engines (2016-07-03)
NathanKell replied to sarbian's topic in KSP1 Mod Releases
Rebuilt the craft and unflipped my verniers. They're solid now. However, now the upper stage engine has inverted yaw and pitch after staging to it. Very puzzling. -
Well, ModuleGimbal stinks and we should all use replacements anyway. There *are* other methods for TVC, I believe, though I don't recall offhand what they are. Currently both SRBs have *tiny* gimbals (well, the sea-level one has a decent degree or so), though you're right it'd be better if there were alternatives and you had to pay some cost for gimbaling.
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Display particles in partless mod
NathanKell replied to Airblader's topic in KSP1 C# Plugin Development Help and Support
Look in DeadlyReentry.cs in DRE Continued (sig). That spawns a "OW OW BURNING" particle system when parts overheat. -
HotRockets! Particle FX Replacement + Tutorial
NathanKell replied to Nazari1382's topic in KSP1 Mod Development
You can spawn particle systems on demand anywhere. See Deadly Reentry for reference. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
NathanKell replied to sumghai's topic in KSP1 Mod Releases
Well happy birthday then! -
[1.1.x] Space Shuttle Engines (2016-07-03)
NathanKell replied to sarbian's topic in KSP1 Mod Releases
Well *(&@(*%&@ I totally missed your response. Many apologies! I'm going to see if I can replicate it on a less modded install, first. Unless you happen to be playing RSS/RF/RO/etc. The craft I used was this: https://www.dropbox.com/s/itismns0lj95ccf/Aquarius.craft It uses the old Bronco from Novapunch1 (which doesn't have any issues), the stock 24-77s (which do) and the K-2X from NP2 (presumably ok, don't know; I bailed when roll went wonky during first stage burn). Pod at the top is FASA's Mercury. Tanks are stretchies. Using Realism Overhaul + RftSEngines (from RO thread), RSS/RF/DRE/Stretchy/FAR/etc (the usual full RSS setup), *plus* my RO patch for FASA (available in post 2 of the RO thread). A thing to check: CoM going too far up (it happens when first stage is about 3/4 dry, so CoM has climbed up the rocket a lot). However, unless there's a bug elsewhere, it shouldn't *reverse* itself, it'll always be above the gimbals. -
Independent gimbals and precision control idea
NathanKell replied to Zander's topic in KSP1 Mod Development
Zander: RftSEngines is already configured for dtobi's. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
dlrk: there's no guide, no. But for that stuff, with no ablative shielding, it's super simple. You just copy a ModuleHeathsield from, say, a stock spaceplane fueslage part. If it's to be for a fuselage, leave the direction the way it is; if it's for a wing, set direction to 0, 0, 0 You will probably want to *massively* bump up reflectivity, and also up maxTemp a lot. While 0.25 (25%) and 1700 works for normal Kerbin, you probably want something like 2500 and 0.9 (at least!) for RSS. Have to try and see during reentry, though. Also, a BIG PSA for the people experiencing hangs because of RCS Sounds. Thanks to lots of testing help from Draft I have made and uploaded a new version of RF (4.2) that fixes that issue. -
Changelog: v4.2 = \/ *Added fix to BobCat Soviet Engines until the original pack is updated. *Added fix to prevent exception when RF module loads before the module it's controlling. *Added fix to allow RF to work with RCS Sounds mod *taniwha: fixed exception with prefabs; root parts can now be edited. *updated to ModuleManager v1.5.6 With mega thanks to Draft for being my guinea-pig where RCS Sounds is concerned!