-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Or too late, if you're using FAR (which you should). In that case, start turning when velocity is about 100m/s. (should be somewhere from 0.2km to 1km) -
.23 compatible version is currently a prerelease in the second post of the RealFuels thread. All mods it requires have been updated for .23, and RO itself is about to get a .23 official release.
-
Last post on this, before I derail your thread. Sorry, frizzank! Kerbin has 1G 600km from its core. Earth has 1G 6371km from its core. Can you image how much gravity Earth would have 600km from its core? (to find the inverse, see what a Gravioli dector says is your gravity 5771km above Kerbin. Now recall for Earth it should read 9.81m/s, 1.0G).
-
The atmosphere makes no difference. The fact that Kerbin is 1/11th the size of Earth, and has a correspondingly (though not exactly correspondingly) smaller mass? Lots. Difference in 2.2km/s orbital speed vs 7.7km/s.
-
Protip: payload fraction for KSP rocket hovers around 16%. Payload fraction for real rocket is about 2%. It takes about 10x as much rocket in real life.
-
Ah, then your approach *is* to change mass? Cool. Guess I'll keep the original around in case there's enough people who do choose option 1 in the poll. They did, but I think that's an artifact of hydrolox: they burn a well leaner than optimum (in Isp terms) mixture ratio in order to lower stage size and take advantage of increased thrust from more mass flow for same volume (turbopumps push volume, not mass); once the stage TWR doesn't matter as much (in orbit, or current gross mass is lowered enough during the burn for S-II) they can rich it up to closer to Isp-optimal ratio. Note that the J-2 had a comparatively low expansion ratio, so the Isp-optimal mixture ratio was about 4. For reasons of enhanced fuel flow (thrust) and lowered volume required they ran quite lean (as do most hydrolox engines). Eventually I'll get my sheet working to automate RCS config building too. For now, you can just nick them from RO (RCS ports keep their original sizes, other than the two new mini ones). And yes, I'm thinking more and more I should have just switched to HTPB and PBAN, and ditched SolidFuel. Great! EDIT: Ninja'd twice... HoneyFox: that's why I added two tiny (1/4 and 1/2) RCS blocks to RO. I'm currently writing up the configs for KW and AIES and RLA RCS. As I said above to J_Davis, you can nick them from RO, they aren't RO-sized.
-
OK, I have put up a poll regarding what you want in engine configs. Please answer it. http://forum.kerbalspaceprogram.com/threads/64965
-
Given discussion on the RealFuels thread, I've decided to create a poll to find out what the userbase *actually* uses/wants in terms of engine configs. Please select the option that best describes what you want from engine configs for RealFuels. 1. Just give my engines/tanks new fuel choices please! This means mass and (base) thrust are kept the same, and all that's changed is adding some new fuel modes (and giving each mode a realistic Isp). This is what the "stockalikes' config currently does. Engines will not be at all realistic. 2. Realistic Stockalike: this means keeping engines' roles just as they are, and keeping thrust more or less the same, but changing mass and Isp for realistic TWR and performance (and using realistic dry mass for fuel tanks). This is like playing with the current "stockalikes" config in realistic mass mode. Note: you may get engines that look *so* wrong for their role (Squad, and most modders, don't make the appropriate engine bell for the engine's reputed role). 3. 100% Real Engines! This means having a set of 100% real-stats, real-size engines (drawn from current and former existing rocket engines). This is SFJackBaeur's RealEngines pack. Note that this goes from real engine to KSP engine, so only those mod engines that look like real counterparts will be used. Sizes from "tiny" to 10m. 4. Real engines....but don't change their size! This is like RealEngines, except you won't be able to build rockets larger than Proton or Saturn IB (unless you cluster engines), since no existing engine is larger than 5m. Options further limited since many RealEngines are rescaled, even if they're rescaled to diameter 5m or less. 5. Realistic engines from RftS: Tries to convert all stock and most mods' engines into realistic engines, rescaling and changing roles as necessary. No 100% matches with real engines, but you should be able to replicate most real-life rockets, from the WAC Corporal to Saturn V or even more. This is the Reaching for the Stars engine pack. Because I'm not limited to finding models that look like real engines, I can go from KSP engine to real engine, and thus support most engines. 6. Something else: make a post to explain.
-
rottielover: that's because the stockalikes config doesn't change RCS. I presumed the target audience of stockalike engines would want to stick with MonoPropellant, and the modularizing of RCS I did (for Realism Overhaul) also changes their thrust and mass, which is decidedly not stockalike behavior. I can add RCS changes to stockalikes if people want, I guess?
-
Original KSP parts. (Updated July 31, 2013)
NathanKell replied to Fiddlestyx's topic in KSP1 Mod Releases
Hate to necro a thread, but since you're (Fiddlestyx) still around and active I'm hoping it's OK. A friendly reminder/suggestion: spaces in partnames are bad stuff; if you do ever update this further, can you make sure partnames don't have spaces? (. and _ are also kinda bad, since KSP decides to flip them for some reason.) I ask this since I'm about to add support for them in one of my mods, which operates by ModuleManager patch [which chokes on spaces]. Also, I find it tragicomic in the extreme that these original engines have more realistic-looking bells than the current ones. (Partly because LiquidEngine1 is a direct clone of the F-1, etc.) -
No problem!
-
Accessing an instance of KSPAddon?
NathanKell replied to jimj316's topic in KSP1 C# Plugin Development Help and Support
You can have a public static MyClass instance member and set it instance = this on Start(). This is what those "instance" and "fetch" members are used for. Then you can do (in your PartModule) MyClass currentInstance = MyClass.instance; and go from there -
Mobius RocketWorks - Engine Mounts and Parts
NathanKell replied to Teirusu's topic in KSP1 Mod Releases
does it use a non-1.0 rescaleFactor? -
Now-defunct-thread-that-should-not-appear-in-google-search.
NathanKell replied to Cilph's topic in KSP1 Mod Releases
To ensure 100% coverage for launches and pinpoint recoveries (which you won't get from a lower satellite unless you build a constellation or time it just right.) -
Starwaster: ModuleGenerator operates on Update, not FixedUpdate, so it's broken (especally under warp), but the other stuff should be ok more or less. I don't recall whether Dragon01 has been working on that or not. Check? Oh, and a BIG OOPS. I forgot a rather important piece of the changelog: *Now when you cut thrust, thrust is actually cut: min thrust goes to 0 for all engines (if the throttle is even 1% above 0, however, then minthrust will remain normal). This is so you can "cut off" engines without disabling them (i.e. by hitting x, or whatever your 0 throttle key is) and for MJ/KER/etc compatibility. This means if you throttle to 0 (or if you disengage MJ's autopilot or go out of comm range in RT2, both of which do that), then your engine will go to 0 thrust and EngineIgnitor will treat it as shut down, requiring reignition. This is per request and fixes some compatibility issues, but be careful you don't cause trouble by cutting the engine off and then not being able to reignite it.
-
1. Ah, ok. Yep, RftS doesn't use those at the moment (will when I get to it). But stockalikes should--J_Davis, Chestburster...? 2. Argh, Kyle and Winston changed the scaling of them so my old patch in RftS doesn't work. Fixed for next release.
-
@atmosphereCurve { @key,0 = //value for first key in original atmosphereCurve, like 0 600 @key,1 = // value for second key like 0.25 463 key = 1 200 // since original curve only had 2 values, right? } Or probably better since it doesn't depend on knowing the number of keys: !atmosphereCurve {} atmosphereCurve { key = 0 600 key = 0.25 463 key = 1 200 }
-
AdmiralTigerclaw: It's only cfg changes. Which is why old engine cfgs that still reference LiquidFuel don't work quite right (viz. BobCat's Soviet Engines). Let's see. The name is a Battletech reference and I was active on the Battletech forums for a while; I've also been involved in modding European Air War, Homeworld, Pirates of the Caribbean (the Build modpack), and First Eagles. Any of that ring a bell? ChronicSilence: thanks! 1. J_Davis, Chestburster, and Starwaster are working on adding support for the various NTRs. There wasn't support for NTR techlevels until RFv4, so it's still in the early days. Also, radial boosters? Other than the solids, there's just the single liquid booster, right? And that should have a config in stockalikes and RftS. Am I missing others? 2. Only the stock RCS has modular configs as yet; I have to do the rest today. It was, basically, a feature I wrote because I was tired of bugfixing (midway through the v4 dev process) so it's very new. :] 3. I have to write support for multimode engines and ModuleEnginesFX. Since even though the classes [ModuleEngines and ModuleEngingesFX) are 99% identical, the latter doesn't inherit (argh) so there has to be separate support. 4. Thanks! I'll look into it. 5. They don't have TLs by design--just as SFJackBauer's RealEngines don't. Techlevels are for simulating an engine family; those engines are simulating a single particular model with defined stats. I do need to make a patch to convert them to Kerosene though. xZise: there really isn't a "common fuels" list, as the post below mentions even for stockalike configs. Yes, you do need to edit persistent.sfs (sorry). Zander: fixed. Starwaster: silver-oxide IIRC. I based battery performance off Ranger 6. (I planned, and still plan, to make a plugin that will change stats based on nodes researched, aka "generalized techlevels," so high-end batteries could be simulated too). Resource requests (excepting the broken ModuleGenerator) occur on fixedupdate and will scale by deltaTime IIRC. I believe all resource rates in cfg files are given in per-second figures (unless they're for things with Isps, obviously, and excepting the broken ModuleGenerator, which is broken). J_Davis: neat! A few suggestions if I might: First, everything I've read suggests the lean/rich dichotomy is the opposite of that: vacuum engines (with high expansion ratios) run leaner than sea-level engines. (Only counterexample I've found: Titan.) Also, even sea-level engines tend to run a little lean, especially staged combustion ones, and hydrolox engines *always* run lean since you gain more in density than you lose in efficiency (the range of mixtures for hydrolox is about 5.7 to 6.3 IIRC). Second, I'd recommend swapping NTO/AZ50 for HTP/Kero for aerospikes, since the latter is often proposed (though IMO wrongly ) for SSTOs. Third, if you want additional flexibility it's pretty trivial to add support for fourth or fifth or...etc. configs. (Fourth: what did you think about only using UDMH, not MMH or AZ50? That might make it less confusing, but also less interesting...)
-
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Yup, noticed that yesterday, fixed for v3. I forgot to change the scaling parameters... :\ -
ChronicSilence: EngineIgnitor from HoneyFox does (it simulates limited ignitions and ullage issues). RF supports integration with it, and the next EI will notice when your engine/tank combo is pressure-fed and ignore ullage. Both RealEngines and my RftSEngines configures engines for EI along with RF.
-
v4.1 is up, with big thanks to taniwha! Changelog: v4.1 = \/ *Lowered aerospike sea-level Isp *Added SNServiceModules *Reworked thrust-setting code and fixed RCS thrust issue *Now when you cut thrust, thrust is actually cut: min thrust goes to 0 for all engines (if the throttle is even 1% above 0, however, then minthrust will remain normal). This is so you can "cut off" engines without disabling them (i.e. by hitting x, or whatever your 0 throttle key is) and for MJ/KER/etc compatibility. *Fixed duplicating fuel gauges *Fixed EI ignitions remaining; added dictionary listing which propellants are pressurized. *Added nitrogen (ArgonGas no longer modified, since this doesn't support the rest of NFPP yet) *taniwha's MFT v4.1 fixes: *Allow tank amounts to be set to 0. This fixes the problem with non-fillable tanks (eg, Kethane). *Blank fields no longer reset to the previous amount and are treated as 0 when updating. *Overfull tanks now display the available volume in red. *Tanks placed using symmetry no longer invite the kraken (no more ship flying apart but still connected via fuel-lines) *Source code removed from the distribution zip. See OP for github link.