-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
regex! Cool! Glad it's leading to more use than just this. Amazing what open source modular code allows... jrandom: regex has been making a 6.4x scaleup of the Kerbol system.
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
I think you're confusing MFS and Stretchy, jrandom. The beta for stretchy is v7. Although I just posted it officially and edited the OP, since no one has mentioned any showstoppers yet.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Oh, sorry. Yes, that's in MFS, I believe in the Science tab. Maybe utility? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Check the end of the Stretchy thread. I posted a beta v7 that fixes that. It was never ferram's fault anyway, it's in ST.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
Realistic Solar System Crafts - MEGATHREAD
NathanKell replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
This thread needs some love. First, a Scout (more or less) with a 62kg mini satellite. https://www.dropbox.com/s/m8s8qv9977i5z7e/Microprobe%20Scout.craft Second, a Mk1 Pod, service module, and launcher for it all. 1 toggles solar panels, 2 toggles antennae, abort triggers LES and decouples SM, 5 decouples everything and deploys chute (use after abort). Otherwise just stage your way to orbit. ~300m/s reserve for a 300x300km equatorial orbit. Was originally going to have drop-engine Atlas-style staging, but I needed the thrust all the way. RCS, two mini RCS tanks, parachute, and two antennae hidden inside the nose fairing below the docking port. SM contains more RCS, antennae, batteries, O2, and a hypergolic service engine. (ECLSS used). https://www.dropbox.com/s/p3cakf90d67f34e/Pod1%20Launcher%20III.craft Both need all my mods, including Stretchy v7 -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
you want the Cryogenic Super-Stretchy or the Balloon Cryogenic Super-Stretchy. The Cryo one has a similar structural coefficient to the regular tank, the BalloonCryo has a similar structural coefficient to the Balloon tank. -
I'd recommend maybe 15 degrees then? It gives you a decent dogleg you have to make for escape trajectories, and a moderate plane change for KEO.
-
Nazari has a HUD here: http://forum.kerbalspaceprogram.com/threads/29932-Mysterious-Projects-Falcon-IVA-HUD
-
Depends what you want to optimize for, really. If you're doing geocentric then latitude should be Earth-correct. Same with selenocentric, since I gave the Moon the inclination to match Earth's equator, not the ecliptic. If you're doing non-EMS stuff then that math sounds right.
-
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
jrandom: Oh heck, I misremembered. Sorry, you're quite right. Blush. SRFirefox: cool! I don't see why that couldn't be added, though it has to go a bit down the ways in the queue. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
NathanKell replied to Normak's topic in KSP1 Mod Releases
Dug up mine. Has a few other tweaks to help with FAR too. @PART[Kosmos_VA_RRV_Capsule] { @module = Part CoMOffset = 0.0, -0.5, 0.0 @maxTemp = 1700 @node_stack_bottom = 0.0, -0.7097499385, 0.0, 0.0, 1.0, 0.0, 2 !node_stack_top00 !node_stack_top02 !node_stack_top01 node_stack_top = 0.0, 0.5859281, 0.0, 0.0, 1.0, 0.0, 1 MODULE { // identical to 2.5m Mk1-2 pod HS name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 320 // peak ablation at 1000 degrees C key = 3000 400 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 90 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } -
FloatCurve implements IConfigNode, so that it can be saved to and loaded from confignodes. So when KSP reads a part and sees atmosphereCurve node, it calls this.atmosphereCurve.Load(node.GetNode("atmosphereCurve") or whatever. Same for powerCurve. Save is needed to save the curve when saving the object that contains it to a confignode (i.e. when going on rails, when saving to .sfs, when saving to .craft, etc.) My guess is it's maybe a tangent thing. We need to compute tangents for the curve to ensure it never goes below 0. For now, try adding some more 0-power nodes to the end of the curve in the cfg? Like key = 5.8741E12 0 key = 5.875E12 0 key = 1.0E13 0
-
Starwaster: I do: sp.powerCurve = new FloatCurve(); // commented stuff sp.powerCurve.Load(curveNode); If setting it to a new FloatCurve doesn't clear it out, I don't know what does. You're right about the confignode stuff later, but as you say it shouldn't matter anyway; it's all been loaded. SFJackBauer: Yes. Set to (in config.xml) <string name="attachNodeDiameterFactor">1.0</string> <string name="incompressibleRearAttachDrag">0.01</string> <string name="sonicRearAdditionalAttachDrag">0.2</string> Source: http://forum.kerbalspaceprogram.com/threads/20451-0-22-Ferram-Aerospace-Research-v0-11-Aerodynamics-Fixes-For-Planes-Rockets?p=799351&viewfull=1#post799351 EDIT: Ninja'd by MAKC
-
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Can you do wildcards for non-root nodes? I didn't think so. Try just doing @MFSSETTINGS:Final { @MFS_TECHLEVELS { @ENGINETYPE[S] { @TLTECH1 = start //etc } @ENGINETYPE[O] //etc } } Note that you can do @ for a root node with no []. I use it in MFS to add the RealFuels stuff. It may be that doing [*] will ignore nameless root nodes? -
regex: If you don't already have it made, you might find this helpful. It's the exporter I used at the start of RSS https://www.dropbox.com/s/u9p2von3wq5aqvg/Bodies.xls (data filled in by the ever-helpful Medieval Nerd) It's not quite up to date--there are some properties I added support for since making it--but it should be easy enough for you to add more columns and fix the Output page. Like, say, science params. It also obviously doesn't touch PQSMods. BTW, this is a standing offer to you and/or anyone else doing alt-configs; I'm happy to post links in the OP to them/their threads/whatever. Regarding solar panels: I'm not using NFPP (yet); I'll try them when I can.
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
papics: there is an alpha channel. Photoshop saves transparency to alpha when saving PNGs, and does the reverse when loading. Its handling of PNGs is...poor. Get SuperPNG plugin for PS. Also, obviously, thanks for all your work on it, and sharing. -
Ralathon: bodies and situations can have different data values. For example, Kerbin defaults to "not much" and Mun defaults to 4x, I believe. Assuming PFactory planets have non-null ScienceParams, which I presume they do, then sure. Regex: heh. And I felt so clever, making it so you had to enter less to get more. The full explanation here (as you can see from the code), is you enter EITHER mass OR geeASL and it will calculate all other gravity/mass-related parameters from that, using the body's radius. GeeASL takes precedence over Mass. Other things: You can use either meanAnomalyAtEpoch (radians) or meanAnomalyAtEpochD (degrees) but not both. SoI and hillSphere are auto-generated. If SOI would be less than the body's radius * 1.5, then the max of (radius * 1.5) or (radius + 20km) will be used as SOI. There are more supported PQSMod edits than are given as examples in the CFG. Check the section of the code dealing with PQSmods. AtmosphereFromGround has tons of options, none demonstrated in the CFG. Made it for Starwaster. You can make it export textures (diffuse and bump) on load. Check the commented export node for Kerbin. So if you change PQSMods (and PQS terrain no longer matches the scaledspace texture) you can regenerate the texture. Starwaster: LeftAlt + G should do it. Does it not for you? Regarding solar panels. I will try out by Vallto again. But I see nothing wrong in Kerbin orbit, and I can't see why the old powercurve would still be around--I mean, I kill it dead first and create a new powerCurve, then load the data.
-
BrickedKeyboard: I don't recall many cases of ballast being jettisoned; IIRC in some capsules it was moveable, so that you could control the reentry angle. That said, if you want that, use a pod with a separate heatshield and offset the heatshield's CoM. FlowerChild: as I said there, awesome! The way you're referencing Deadly Reentry is absolutely fine by me. NBen: weird. I know people have had similar issues with mechjeb. I think it's just KSP being funky with adding a part after a career game has started? Also, in the latest DRE, I think I changed the part's technode, so you can't use it as a decoupler early (since the Mk1 pod already has a shield, you don't need a regular 1.25m one until later).
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
BrickedKeryboard: as taniwha said, rounding will be out, so that should fix things. Your idea doesn't work because it assumes that people only autoconfigure tanks. But the point of MFS is that it's modular; you can add some monopropellant, or Oxygen, or electriccharge, and then fill the remaining volume for your engine. That's why I have to check the _actual_ resource ratios. Razorcane: I have a request in to Squad to allow bipropellant RCS. Until that time, RCS will only accept a single resource.