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KSP2 Release Notes
Everything posted by NathanKell
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1. Yes. 2. Wings don't use drag cubes for drag. Note how the dragModel is set to none or override in those wing configs. 3. When PartDatabase.cfg is created, the dragModifier is multiplied into the drag terms of all cube faces. 4. If you use a ModuleAnimateGeneric to handle the animation, it's done for you. If you're writing your own animation module, implement IMultipleDragCubes and set the cube weights yourself. But remember, if you're making a wing, the 'drag' cube is really only relevant for thermo, not drag. For an overview of drag cubes and their terms, see:
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Just to put a slight coda on what @rbray89 said, I still get "bug reports" on my mods from people who haven't updated to the current (1028+) build of 1.0.5, and find things failing to work. And this is just shy of four months after it was released.
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
NathanKell replied to NecroBones's topic in KSP1 Mod Releases
It's possible that (I.e. I think, but I don't recall for sure) when @nixonshead did the render he made only the LOX portion of the tank cryo-orange (and having the full tank orange was an error in the original drafting). Pinging @e of pi and @Workable Goblin in case they might want to weigh in.- 966 replies
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@Drakenex thanks! Regarding the rings, how are they not working for you?
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1. Well, one way to contribute would indeed be to test out those old mods and see if they still work! Part mods from even .20 can in many cases still work fine in KSP particularly if they have patches (as we patch things) to bring them more up to date. 2. For configuring parts, feel free to drop by #RO (as linked in the OP) and we'd be happy to walk you through it!
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Yay! Welcome! @Phineas Freak excellent work! -
@John FX In the latest RO release I added TF configs for all starting and early engines in the RP-0 career tree, but you're right that many more need configuring. To facilitate this, I did some pretty funky MM coding that allows you to just specify a few attributes per engine and my generator will take care of the rest. Here's an example of how to use it. Note that it's applied per engine config, and the application should be in the engine config's global file. https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/Engine_Configs/LMDE_Config.cfg#L174-L232 As you can see, you really only need the rated burn time and the start and end reliabilities for ignition and for completing the burn cycle. Regarding the TF RO_Config.cfg file, I suggest using Notepad++ because I think the issue is it has Unix/Mac line endings that your text editor doesn't understand. It shows up perfectly fine for me in Notepad++ (or any other more advanced notepad replacement).
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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
On the Transonic tab is the drag area. That will be Cd*S.- 14,073 replies
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@Shadowmage I know scaling does exist. For submodels position certainly does; for the root model, I don't know offhand. And NP. Also, pinging @Porkjet since he's been doing a lot on IVAs, and because some of the stuff I wrote I wrote for him.
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[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
NathanKell replied to NathanKell's topic in KSP1 Mission Reports
Wisp 2 is a Block II Wisp mission. It uses a new mark of the Wisp spacecraft, one which we plan to send to Mars and Venus as soon as windows open. To test it out, we send one to the Moon to perform low and high resolution radar topography. Yet another night launch...at least we get some pretty views of the Florida coast! -
Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
This playthrough I've been using Soviet engines only (plus the Astris, because there isn't a low-thrust UDMH/NTO engine in the RP-0 requireds), and man, the power of high chamber pressures is impressive. -
Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
@Matuchkin -
Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Yep! And LR79/89/105/H-1/RS-27, AJ10, XLR81, and (via SXT and Ven's) RD-107/108/0105/9, RD-58, etc. All the major food groups. -
Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
I am trying to prevent your crashing. SXT alone does not add much in the way of memory usage (that's the point, it *re* uses textures), so that is not the cause. Also, in order for other people to be able to play along, and so those with less fortunate setups can still take part, we will not be using part packs beyond what RP-0 (and RO) themselves require. So while you're welcome to have FASA etc on your on own install, Go For Launch won't be using FASA etc parts.