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Everything posted by NathanKell
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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
I asked in the FAR thread. Node size to 1.0, then per Ferram "Incompressible should be set to 0.01, sonic to 0.2." -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
ChronicSilence: Are you not using MFS? That's required for this mod. You change fuel types by going into action edit mode, clicking on the tank, and editing the fuels there. The quick way is click "remove all tanks" and then click the appropriate autofill button (mouseover each; the tooltip will tell you which engines use it). Also see my post right above yours, that you may have missed (last on the prior page, posted right when you did), for more engine suggestions. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
AbeS: Ah. Right. ChronicSilence: What engines do you have available? How much of a service module are you toting with the Mk1-2 pod? If you're lifting ~15t (Pod + LES + 6t SM/engine combo) you'll want something like 7-8MN of thrust. Assuming RSS, obviously. So you probably want a 6m core stage (or so) and maybe 3 Mainsails under it. Or you could do a core with boosters in 3m each, then a 3m upper stage, and an outward-fairing around the pod (like Soyuz). If you have engine addons, you might want to use the Maverick V (if you run an efficient rocket) or the NP Quad Bronco (if you don't, and want higher TWR). Those are 4 and 6m, respectively, but can be used on a Stretchy of any size (just like any engine can). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Yeah, I was talking about grayscale, unpacked. If you want a black-and-white image sure (or even grayscale) you can pack multiples into a DXT for savings. Indeed you could even pack three 8bits into a DXT1 with some quality loss, for the usual 1/6 ratio. Though the shader code would have to unpack it, you'd have to pass a shader var to say which channel to use (or, if <8b/channel of the desired image, which portion of the channel). (h/t to asmi who pointed out I was being incomplete before) -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
ANWRocketMan: I have only an empirical method of generating realistic engine stats. But it is a method... Grab the sheet from this post. It's what I use to generate the engine configs. Then, for each engine you want untouched (i.e. stock), delete the name in column C. For those you want to change, edit the scaling info in the Extra column (S). Then set the appropriate tech level and type. Then use IspSLM and IspVM to change the Isp Multipliers. Then set thrust as desired. Finally, look in column AB, for TWRG, or Goal TWR. Change mass so the TWR matches this. Finally, you can set up to three fuel types for the engines; the first will be the default. Fuel type abbreviations are in EngineConsts. The numbers after the fuel types are the mixture ratios (mass of Ox : mass of Fuel). When done, paste the MM Formula column (AE) into your Engines.cfg (or RftSEngines.cfg). There are more docs for a prior version of this here. For KW's role, I suggest "American" engines: the kerolox ones have lower Isp and somewhat higher TWR than the Soviet ones, and the higher-efficiency ones are hydrolox. SPS is obviously NTO/AZ-50. I too dearly want some J-2(S/X) engines. IIRC Tiberion said something like that was coming in the next NP? And more realistic engines in general (WITHOUT the giant bottom-quarter-of-fuel-tank adapters that people always stick on the engines) would be awesome. NP engines are a bit more generic than KW, but quite good looking. I use them heavily, especially since they have great variety. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Yeah, diameter was obvs. Thanks!- 14,073 replies
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Kulebron: yup. Sentmassen: Wow, nice! Mind if I make them official? Also, PM me the different textures (or post 'em) and I'll make them work. Lewiskerbington: If you added it after you unlocked the nodes they're in, you have to go back to those nodes and unlock the new parts.
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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
FAR only changes jets, not rockets. What "FAR standards"? Ferram: awesome! What's the recommended Rear Attach values for RSS?- 14,073 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
Regarding 1: Nope. You don't save anything in memory for monochrome images (if compressed, they're still compressed to either DXT1 or 5; if not compressed, monochrome is 8bpp vs DXT1's 4 or DXT5's 8). True about filesize though. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Right. That's the actual reason Clamps were added, IIRC. That's why I posted what I did, an alternate way to get that function. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Until ferram or I or Squad (heh) fixes the issue with launch clamps, what you should do is place (a) decoupler(s) at the bottom of (all) your stage(s). Then set the decoupler(s) to detach along with main engine ignition. That'll fix it, and, if you attach girders to the decouplers in a wheel-and-spokes manner, give you stability too. -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
The 64% patch does not have MFS defines. dlrk: I just tried the radials and they work fine for me. Are you using RO and forgot to delete MFT/RealFuels/Engines.cfg? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
https://www.dropbox.com/s/dseuvm4f6m8v4no/Calcs.xls -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
They already have them. They're backwards compatible with stock, so in the part chooser they have LF/Oxidizer. But if you actually add one, and go to action mode and click on it, you'll see it is correctly configured. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Jobin: I should make rescaled KW ones I guess, but since I only ever use Proc Interstage as my decoupler I never remember to. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
ChronicSilence: StretchyTanks is a required mod for this. But yes, you are expected to use, for example, a LV-909 or Poodle as your OME at the base of a 4m tank; service modules don't need much thrust. Both MJ and KER don't care a bit about part size; they just read stats. So yes, it's compatible. Only issue with KER is it doesn't realize that thrust varies with Isp now; I wrote a patch for MJ that sarbian merged, so MJ does; cybutek said s/he would maybe add something when redoing the sim code. If it goes too long (per my ancient promise to asmi) I'll write my own patch for KER too. :] Morrigi: What host of bugs? I'll look at the adapter. Per the OP, tanks are mostly expected to be Stretchies, which can resize to any diameter (but I also added regular-meter fixed size STs to v6) AbeS: The mk1 pod is 2m at the base, and includes its own heat shield. -
MAKC: I'll check the panels. Again. Also, re: your launcher, it looks pretty streamlined. What Cd do you get? Also, you're running a much higher TWR than most real life launchers. That will help minimize gravity losses. (Also, update your MJ to latest dev build! Then hit All Stats, and up will pop Sea Level TWR column.)
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Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
dlrk: I'll try iwth the radials. Are you sure you deleted Engines.cfg first? MNorman: I'll check that out. I should be sendmessaging only the given part, but maybe it's bleeding out to the vessel as a whole. -
Are you using NKReal or its successor RealismOverhaul?
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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
AbeS: One had duplicate http:, but I found none missing a : Thanks though! Updated with MedievalNerd's fixed upload. BobCat's Real Engines are designed so that those without MFS can use them too; the RealFuels config is only done by MFS. To see the actual part info, go to action editor and click on the engine. Jobin: You need about 9.3km/s dV for orbit. Show a picture of your rocket and I'll try to help. When I get a chance I'll show a screenshot of a working launcher and the MJ profile used to launch it; don't know how to do a video. Others are welcome to, of course! Don't know about the comms issue...using RT2? -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Morrigi: thanks. Fixed. Dragon01: Ah, sorry. Forgot to add. Fixed. dnulho: If you set the tank volume to 100, you will never be able to exceed 100. That's how MFS works: can't add more than the ModularTank holds in individual resource tanks. stevron: already in, though hasn't been updated in a couple versions so it doesn't feature any new resource since MMH (it does support LOX, LH2, N2O4, and MMH, in addition to stock resources). dlrk: I'll check, You mean the white Rockomax one? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NathanKell replied to rbray89's topic in KSP1 Mod Releases
rbray: I was planning to change engine FX procedurally based on what fuel is being used (in MFS). I didn't have a chance to do any real work on it, but I can send you my notes if you like, about how engine FX works.