-
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
The decoupling force is too high. I had that problem too, turn the force down to 250 and it'll work. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
NathanKell replied to AncientGammoner's topic in KSP1 Mod Releases
Erp. Thanks. Fixed. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
NathanKell replied to AncientGammoner's topic in KSP1 Mod Releases
A quick update: I fixed the scaling so tank scaling is correct on load, rather than on start. I believe this means that if a tank/SRB is the bottom of your vessel and you launch with it, it will no longer start underground; it may also fix the issue with ferram's KJR. Please test. -
That's very kind of you both! I don't know the first thing about movie-making, I'm afraid, but I'll see what I can do when I get a chance. Not sure how to do it though--the way it's set up now, it survives based on extravagant (overblow?) text backgrounds, and, what, would I read them aloud in the movie? Or, if anyone else is interested in recording the flights, I'd be happy to upload the crafts and the mission plans! Also, now that we have Earth-size stuff I'm going to drop any pretense that these are Kerbals. Besides, the K on my keyboard was wearing out and I kept typing the real names anyway and had to find-replace. An update: I'm still hard at work at modding at the moment so...ahh, the heck with it. I need a break. Expect Argo-Granite 4, carrying Alva Temple, first American in Space, coming soon.
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
NathanKell replied to ferram4's topic in KSP1 Mod Releases
ferram, I just updated my patch to StretchyTanks again. Now the part is rescaled OnLoad() of the module, not just OnStart(), and the transform is applied to the model root (not the part root, though, because the SRB has different transforms). This means that when you launch with a rescaled stretchytank as your bottom-most part, it will be placed properly. I think that means maybe it will work with KJR now, or so I hope. https://www.dropbox.com/s/q6c7qdk7fnkihyn/StretchySRB.zip- 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
Thanks! EDIT: mods supported list in OP now. -
Ah, thanks for that! Heh, and thanks for poking BobCat too. I gather the orange on the Atlas's Centaur is just paint? The orange on the CCB is presumably for the same CCB reason you cite, unless again it's just paint because LOX doesn't need the foam?
-
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Fractal_UK, mind if I put that in the OP when I add the Mods Supported section? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Hey Tiberion, you might find this useful: https://docs.google.com/spreadsheet/ccc?key=0AvHneDAy4k99dHlhdktvZW1NS1lndlhNNnRwd3FEblE&usp=drive_web#gid=0 It's the sheet we use to balance things in MFS. It'll let you easily see casing % weight for your SRBs, give suggested heat values (multiply by 2 for stock KSP), and it already has the NovaPunch SRBs inputted. Note that the mass and thrust on a couple are a bit off what stats you have (bold = changed value), but I'm not suggesting you change things, just saying this might help you balance them. Heck, you can use it for engines too. See the docs page for details. This was built for MFSC, but no reason it might not be of help to you now. -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
That's entirely fair, yeah. Sorry. -
Um...since feram released KJR, we're plannng on doing full-scale rockets. (Although even if we _were_ playing with scale rockets, that wouldn't matter as long as the ballistic coefficients matched, as ferram and I were discussing above; the point of rescaling planets is that it changes the deltaV [and therefore DRASTICALLY changes the mass ratio required], but playing with 64% scale rockets just means they suffer a few hundred m/s more drag if you play with scaled masses, or 50 m/s less drag if you play with real masses. Unless you fix the ballistic coefficients, in which case it's no different at all than 1:1 scale. Velocities and forces don't scale with the rocket size, and a 100m rocket vs a 64m rocket, well, hard to tell the difference vs. a 13000m diameter planet) SFJackBauer, since there already are released and playable Delta II, Delta IV, and Atlas V mods available, if you want to give them realistic size, mass, and other stats that would be awesome. I do not necessarily support using real engines and tanks generally, however, as it gives us much more flexibility to have just a few different engines per type per size, and let MFSC rescale their tech levels. Same with tanks; with StretchyTanks we can clone any existing tank size, and with an update I'll soon add to MFSC we can use the same tech levels system to change their dry mass fraction to be tech-appropriate. The real issue is--as I've found with MFSC, whose new spreadsheet supports over a hundred engines and solid motors, that there _still_ is far from enough variety, and I've had to make do horribly. For instance, there are like _five_ engines that have decent vacuum nozzles. And we have to pretend they're open-cycle, closed-cycle, _and_ pressure-fed. We just don't have the models. That said, there _are_ a number of models that are clones of real tanks/engines/etc., and it's worth having fully-real versions to use. I did that with Gemini, for instance, and it wouldn't be hard to do for the 1:1 F-1 engine, or the 1-1 S-IC somebody released, or the NK-33 (called RD-33) in the KOSMOS pack (if cBBp et al let us). Finally, regarding the orange foam. That was a comparatively recent invention, a new kind of insulation for cryo tanks. You'll note that the S-II and S-IVB on Saturn V (and the S-IVB on Saturn IB and the S-IV on Saturn I) all did not have it. And that some rockets that only have cryo LOX still have that foam (it's better cryo insulation, and LOX itself is cryo, though less so than LH2!). I do definitely support its existence as a tank paintscheme choice for ST and others, though!
-
pina_coladas, try the latest patch in my signature, and MFS v3 full (both just released). I believe it is finally working correctly now. It used to only half work (sometimes giving the symptoms you describe), that's why I recently fixed it. I'm currently trying to get the colliders to play nice with ferram's KJR.
-
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Have you tried the mod? It's included Novapunch since forever. And in the KSP Intestellar thread, Fractal_UK posted a Modular Fuels patch for KSPI. -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
rhoark, I could probably hack together a ModuleGeneratorConfigs pretty easily. Let me know when you're really going to need it and I'll slot it in. Chestburster, cool! Sounds good. The only email recently was this morning (which, since I've only just got home, I haven't answered yet.) -
Did they also fix the mipmap issue? IIRC that was as much a killer as the loading issue... I'll make sure my cfgs work with the new models--thanks again, frizzank!
-
It's called "install rescaled Kerbin" Then you do your reentries like a _real_ rocketeer, coming in at 80 football fields a second.
- 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
Yup, it's got some really nice Russian engines, much more accurate (and thus real-looking) than most KSP engines. Yes on the throttle settings--I'll add a column to the sheet for that when I get on my desktop. When I did the Real Gemini thing I set min to maxThrust for the two LV engines, and it worked great. Thrust response time would be interesting too. Should we just set a global figure or do you need something per engine? Do you need different response times per fuel mode? Truga, that's exactly how it works. The way throttling works in KSP, minThrust determines the thrust of the engine at 0 throttle. Which means if we limit throttling, what we're doing is changing the thrust at 0 throttle. So the _only_ way to shut an engine down will be...to actually right-click (or actiongroup) "shut down engine." rhoark, for now I meant ignitors specifically. The issue is that MFS is a module, and does its operations during the game. The way it's written now, on configuration switch it forces a reload of ModuleEngine using the properties in the CONFIG node. For it to support somehow also doing other things, I'd have to change that system. That's not a problem if the part already has a known other module that's constantly there (like an ignitor module), and I just change the stats of it on setting a config; but adding and removing modules on the fly is quite a bit harder. What else did you want to change? -
It's incredibly easy because the reentry heating for Kerbin is roughly 1/4 Earth's. Even if you increased the multiplier, you still wouldn't be changing the shockwave temperature, just how fast your part heats up to that temperature. I can add a global multiplier, I guess? Maybe an exponent of ~ 1.15, that should yield roughly Earth level shockwave temperatures at reentry velocity while only increasing Mach 1 temps by about 100C
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
NathanKell replied to rbray89's topic in KSP1 Mod Development
Do you suppose you could switch LOD distance based on radius? Then we wouldn't need two versions. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
NathanKell replied to rbray89's topic in KSP1 Mod Development
Yup, that fixed it. Thanks! However, when you zoom far out you get z-buffer fighting between cloud layers. That problem is probably even worse for people without rescaled Kerbin, since the z-buffer difference between layers will be less? -
Well, not gonna lie, it'll be low on my list. But since ialdabaoth already wrote the code for something similar for modular fuels, I could see about adding the gauge at some point. The issue is, as stupid_chris relates, it's a bit of a chore to add a custom staging icon.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Galane, you continue to not read our responses to you. They are not in different stages. Mechjeb stages the same way you do when you hit space. If you hit space in the same circumstances, the separatrons would fire the same way, your currently active engines would be brought up to the stage the separtrons are in because you staged to that stage. If you don't want it to autostage (what you told it do do) then turn off autostage. The one thing not working as designed here is that MJ doesn't determine what direction an engine's thrust transform points in. What you suggest (not staging until fuel exhausted) would break asparagus launchers, which depend on staging away things as soon as they no longer contribute to the flight. In fact, it would break any kind of parallel staging, whether crossfed or not, because, oh well, can't stage away anything until the core runs out of fuel!