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Everything posted by NathanKell
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Me too! Me too! I actually played the game, which I haven't for weeks! Meet the redesigned Granite-Attica (currently using a Kritish Decurion main engine because the LR37 is too weak, need to tune it). All this to get a 190kg satellite into 300x300 orbit. (Octo2, 2 stack mini batteries, 2 antennae, 2 solar panels, about 4 units of RCS, and 4 AIES mini RCS pods). Also, let's all recall the Cape is at 28.5d North. That's another, what, 63m/s we need to account for. EDIT: Ah, right, I really need to push the new v4 alpha of Modular Fuels. It'll make this playable. All you suckers are still playing with KSP mass ratios.
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Yup, Creat is right. As I said _two posts up_ from yours, Daniel345, I'm maintaining it, but I've gotten kind of sidetracked making Kerbin into a real Earth-sized planet. So that's taking all my coding time the last couple days. Plus some overdue work for Mission Controller. I will get to this, and I've fixed the explode-on-launch bug, but otherwise it seemed mostly stable to me. Also, I'll have to make sure this works with 8km/s reentries.
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Or if you do, up your ablative shielding heat dissipation, and lower the ablative boiloff.
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https://www.dropbox.com/s/xrkjj8g3hlzio2f/RealSolarSystem.zip Extract to KSP/GameData. CC-BY-NC-SA, all twenty lines of code. Be warned of So Many Problems. But also So Much Win.
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Well, you can compile from source, which was posted. But I can post a DLL, sure.
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I've almost finished real-weight engines and fuel tanks for this. Then boy howdy am I playing too. It's like Christmas! Squee!
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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
Yeah, for the last, oh, bunch of versions, FAR dumps log quite frequently in the VAB/SPH, all the Part Loc: () Attach Loc: () lines.- 14,073 replies
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Ah. Oops. Right. Sorry!
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ferram: makes sense. I'll do that. So ingame scaleheight of 8.5, here we come. asmi: sure, if you want to do that, though it's probably a better use of your talents if you want to try tackling either getting the spaceport useable again (fixing the positions and scales in PQSCity), or the atmosphere graphics scaling incorrectly (think I have a handle on that though). I could probably knock together a confignode system in a half hour or so. But I certainly wouldn't say no! I was thinking: REALSOLARSYTEM { Kerbin { PQS { float { Radius = 6137 atmosphereScaleHeight = 8.5 } } Scaled { Vector3 { localscale = 1.0618333333, 1.0618333333, 1.0618333333 } } } } with SetFields() based on key names, and type based on node names. Or were you thinking more inputting real life parameters and having the plugin figure out what to set? That limits us to only being able to change parameters the plugin is set up for...
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No, it shouldn't lead to a change of distribution: .64*.64*.64 = .262. So technically that's what to scale by, I was simplifying with 1/4. Right now, with rockets and payloads that are 64% as wide (and as tall and as deep) as real life, but the same mass, we are _currently_ dealing with out of balance rockets.
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
NathanKell replied to rbray89's topic in KSP1 Mod Development
So...this is probably quicker than reading the source, but apologies for making you work rather than me. How is the radius of the sphere calculated? Here's why: http://forum.kerbalspaceprogram.com/threads/54327-WIP-ALPHA-Realism-Overhaul-Planet-rescale?p=722167&viewfull=1#post722167 - I've rescaled Kerbin to Earth size. Where do you pull planet radius from, or is it harcoded? -
Bobhendly, the quadtree hasn't been expanded any, so this, AFAIK, shouldn't take up any more memory. 1. Kerbin's axis of rotation is tilted in the stock game, I think. Anyway, there's a rotationaxis and if it's not we can. 2. I'm not sure how their quadtree implementation works; thankfully that was my senior project so I'm relatively familiar with them, but it's not super clear how their system works as yet... But sounds like you're even more on top of this stuff! Anyway, the "task of the day" is done. I wouldn't really want to do 64% planet size because that would (as we've seen from stock KSP's weird orbital flight paths) mess up the trip to orbit. So much of the weirdness if from the different gravity gradient, as well as the much lower dV requirement. I do support all actual non-planet sizes being 64%, though, and for that reason we should scale most payload masses to 1/4 (I was wrong to say 1/3 above, dunno why I thought that). That is if the part is made to Kerbal-size (64%) like the Mk1-2 3-crew pod, not real size like the Mk1.
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Success! Holy smokes, success. asmi: Code checked in. Note that you need to not be running remotetech, because it calculates distance to missions control before the planet is rescaled. That had me stumped before I remembered I was running RT. Also, clicking on buildings in spaceport is hard as all get-out, but possible. Zoom out so they appear, then rotate to top view. All that to get 220kg into orbit. And that's WITH realistic TWRs and tank masses. (NOTE: Go to gear and view album on imgur, then view full resolution. They're 2560x1600 so if you want to see all the info displays, you probably need to do that.) The last two pics in the album show spaceport view.
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Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Yup. Fixed. Will be releasing v3 shortly. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
And so there's the alternate solution. -
Progess. Hackity hack, scaled space and PQS radius correct. EDIT: Still work to be done. C.f. spaceport:
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Mmm, separating between balloon tanks and reinforced tanks is a good idea. Source up: https://github.com/NathanKell/RealSolarSystem For now, I can rescale PQS, but still trying to find a way to rescale ScaledSpace models.
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Nope, runway detection isn't in yet, sorry. It still caps at 85% for personally landed stages of whatever sort if landed on land, 65% if on water. You do get your fuel back though. For autorecycle, it assumes a water landing, and you get ~60% * dry cost and ~60% * fuel cost. All autorecycle still works on the old style: any stage that is unloaded and below 25km. Things in orbits with Pe > 25km won't be recycled, because they're not auto-destroyed (aka unloaded). So the flow is like this: Is the stage on Kerbin and under player control? Player can click recover. Then landing type (splashed or landed) is checked, and you get 65*dry and 95*wet if splashed, or 85*dry and 95*wet if landed. (This is back to the original MC values). Is the stage unloaded when not under player control with a Pe <25km (and thus would be destroyed), and body == Kerbin? Then check. Does it have enough parachutes for dry+wet mass? Then you get 60% * (dry+wet cost) Does it have enough parachutes for dry mass? Then you get 60% * dry cost. If neither of those is true, does it have jets? Is there enough jet fuel? If so, you get 60% * (dry+wet cost) If either of those jet questions is false, then check: does it have a high enough rocket TWR, and >1000m/s dV? If so, you get 60% * (dry+wet cost) Else you get nothing.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
NathanKell replied to ialdabaoth's topic in KSP1 Mod Releases
Hey, welcome back, however temporarily! Great to see you. Good luck & all same to you!