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Everything posted by NathanKell
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Um, sorry to further trouble you, but I meant to keep the curvature as it was, i.e. smooth, continuous bell. If you also scale inward the next edge loop by almost as much, and the next by some less... And yeah, vacuum rocket engines do look like that, teetering on a tiny throat. The RL-10 isn't as bad as some Russian ones, but: But I take your point on not making it too skinny--I think the throat width on your last pic is fine. I'd just make the curve of the nozzle much more continuous to match. Other than that, looks super!
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Alternatives to Ferram for realistic drag models?
NathanKell replied to Proply's topic in KSP1 Mods Discussions
Further, let's all recall that LKO takes less than half the deltaV required for low earth orbit. If you want to complain about people making it too easy, talk to Squad. (And deltaV is exponential when it comes to fuel mass: double the deltaV, way more than double the fuel/thrust; half the deltaV, way less than half the mass of booster required.) -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Oh yeah, if you're not using LH2/LOX, you'll have to reconfigure your tanks. We no longer support LF/Oxidizer for engines (replaced with LF/Lox, like real life; the third mixture is hypergolic NTO/MMH), and the ratio for LF/Lox changed slightly. LH2/Lox ratio didn't change, although density changed ever so slightly for both. Of course, for any engines we haven't touched yet, there's still LF/Ox. -
Hmm. You could create a mission with two subgoals: a min altitude(70km) in goal 1, and landing(Kerbin) in goal 2. That would mean the ship would have to start (well, technically, at _some_ point) be outside Kerbin's atmosphere, and then land on Kerbin. Mission subgoals are tracked per vessel, though timers reset on vessel (or mission) change. So you could be halfway done with your mun mission with your main ship, stage away a waste return ship, switch to it, switch missions to Waste Return, land at Kerbin and complete mission, via Tracking go back to your old ship, and reselect your old mission. All completed subgoals will stay completed on mission reload. The way missions "start" is you load them in the browser. All subgoals start as uncompleted. MCE then looks at your save file, and sees if present vessel has completed any subgoals in this mission before. If so, flag them as completed. Then evaluate the status of each uncompleted subgoal, and each goal under it. Flag any completed subgoals (i.e. a subgoal where all goals are completed) as completed. When all subgoals evaluate to completed, allow Finish Mission. EDIT: As for ExL, hmm. I would think so, as long as anything launched from them start in state "prelaunch". Try creating a vessel at a launchpad, and before hitting space or anything, go to tracking station. Does the vessel show up as Prelaunch or Flying/Orbiting/Landed/Whatever?
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Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Cool. Configurable in the sense that a hybrid engine's modes are stored the same was as a modular engine's configs. Don't think any other fuel modes have been added for SABREs... -
Protip: add lots of empty stages above your subassembly lifter before you save it. Then when you load it, and attach to a payload, all lifter stages will be below all your existing stages!
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
NathanKell replied to AncientGammoner's topic in KSP1 Mod Releases
Oh, right. It expects a certain transform hierarchy, sorry. Well, if it scaled at the model node, rather than the actual mesh, that might help? -
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
e-dog: Right. Saw them, drooled. I didn't use them because I thought they were KOSMOS's own, and thus locked down tight. If they're yours (and SA) I'll switch over to them right away. Also, any hope of adjusting node size on rescale? Should only be a few more lines, in updateShape(), something like node.size = Math.Round(baseRadius / 0.625,0) for each top/bottom, and topRadius/0.625 for top1. That's still needed for FAR compatibility. (It's currently causing my PF-made RVs to reenter rear-first...bad.) -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
NathanKell replied to AncientGammoner's topic in KSP1 Mod Releases
You could experiment with just using the KW Soyuz tank as the model. Texture would be messed up though, unless you add detection for non-ST models and don't change their textures. Just set it up as a SuperStretchy, set the initial mass appropriately, and ST will use any model, I think. -
Modular Fuel System Continued v3.3 (OBSOLETE)
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Second line of the readme, as shown above. And he is, I'd say it even without the requirement. -
As long as you lower the gimbal, you should get pretty good stability at 2500 thrust, I'd think? Regarding vac version--sorry, I'd forgotten you'd already created a vac version; the curvature looks right at the exit, the only thing I'd suggest would be the throat shrinkage. By a _lot_. For the "regular" 1.25m version--I'd love one in the 300-350 range! The T45 just isn't strong enough for tall 1.25m stacks. _Especially_ if you play with lowered Isp, as I do! EDIT: Ninja'd by repost of vac version. But I stand by my area ratio comment: that's still got the area ratio of a sea level-optimized rocket. Just a somewhat more efficient one, because of the longer nozzle. Does have the right curvature though. Try a throat of 1/2 to 1/4 the diameter.
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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
The great thing about MM is that _anything_ works with it. MissMolly, that's not quite right. First of all, KSP is case sensitive. Every letter has to be the same as as it was originally for it to work. So PART, MODULE, brakeTorque, etc. You're trying to apply those changes to the MODULE modulegenrator [sic], but I think you mean to apply it to MODULE[ModuleWheel]. The use of @, the brackets, etc., however, is correct. And you just put all that in a new, blank cfg file, call it something.cfg, and put it somewhere in GameData. Like, you could call it WheelTweaks.cfg, and put it under a folder called MissMollyTweaks in the GameData folder. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
NathanKell replied to JDP's topic in KSP1 Mod Releases
Cilph, great to hear you're back on the scene! I would _really_ miss signal delay, for the record. MJ _isn't_ delayed in RT1: That's why there's the option of "MechJeb Control" For kOS compatibility, I think you just need to enable the availability of that option if there's a kOS computer on the vessel, and fix the keyboard interaction problem. (Eliding for now getting kOS to use RT in-network checks) -
Note: This has been superseded by Real Fuels (for all your MFS/RF needs), and Modular Fuel Tanks (for your stock-MFS needs). RF is by me: http://forum.kerbalspaceprogram.com/threads/64118 MFT is by taniwha: http://forum.kerbalspaceprogram.com/threads/64117 Consider this thread over and done. =========== I'm maintaining Modular Fuel System in ialdabaoth's absence; he has blessed the endeavor and was even kind enough to send me his dev build for this (and Deadly Reentry, which I'm also going to be working on). So here is the promised thread. This integrates Chestburtster's work with extending MFS compatability; indeed Chestburster and I are working together on this so it's not fair to say it's just me maintaining it! Description Modular Fuel System does the following: *It allows any supported tank to be filled with exactly how much or how little fuel you want, of whatever type you want (though different tanks may allow or disallow certain fuels; jet fuel tanks won't take oxidizer for instance) That's the classic modular fuels. Then, there's the Real Fuels mode. That opens up some new options. First, new resources get added, so engines can use real-world fuels, and KSP fuels are changed to be their real-world counterparts. Also, Isps are made realistic for the type of engine. Finally, engines can be of multiple tech levels; at higher tech levels they have higher thrust, lower mass, and better Isp. Second, engines can have multiple configurations (for example, an upper stage could support a kerosene + liquid oxygen mode, and a liquid hydrogen + liquid oxygen mode). These modes have different thrust, Isp, etc. You can access all MFS-related GUIs ingame by going to the Action Group editor in the VAB/SPH and clicking on a tank or (if RF is installed) an engine. Now, I'm offering three premade builds, in case the whole unzip-RealFuels-thing was confusing. Regular Modular Fuels (no RealFuels): https://www.dropbox.com/s/rge60psousb0f3i/ModularFuelSystemCont_v3_3.zip Modular Fuel Tanks with Real Fuels (KSP-style masses of engines and tanks): https://www.dropbox.com/s/7vj48njyo634v38/ModularFuelSystemCont_v3_3RF.zip Modular Fuel Tanks with Real Fuels and realistic masses (for use with the Real Solar System mod): https://www.dropbox.com/s/lpq7wgkdsewuvm2/ModularFuelSystemCont_v3_3RFRM.zip Also, see the Realism Overhaul release thread for an alternative set of engine configs for RFRM. With those engines I don't feel obligated to maintain their original mass or thrust, so they have a much more diverse and realistic feel. (Successor to KATO Engines) From the readme: This update is by NathanKell and Chestburster. ialdabaoth (who is awesome) created Modular Fuels, and we're maintaining it in his absence. This update supercedes any dev release by NathanKell or MFS Configs release by Chestburster. License remains CC-BY-SA as modified by ialdabaoth. Also included: Module Manager (by sarbian, based on ialdabaoth's work). See Module Manager thread for details and license and source: http://http://forum.kerbalspaceprogram.com/threads/55219 Module Manager is required for MFSC to work. Mods Supported, beyond Stock KSP: AIES B9 (partial--full soon) FASA (frizzank's Gemini etc.) HexCans Kethane KOSMOS KSP Interstellar KSPX KW Rocketry NovaPunch RLA Stockalikes (partial--full soon) Rocket Power Industruies Rocketdyne F-1 in real scale (use in RFRM mode for real mass. Must have space taken out of part name, so it's now F1_RocketMotor) Space Shuttle Engines SDHI Service Module Spherical Tanks Taverio's Pizzan and Aerospace (TVPP) THHS Touhou Torpedo's Mk3 and Mk4 mods INSTALL INSTRUCTIONS: 0. Download the appropriate archive! See thread for details. MFSC now offers three builds (though any build can be made into any other). 1. Delete any existing ModularFuelTanks folder in your KSP/GameData folder. This is VITAL. 2. Extract this archive to your KSP/GameData folder (NOTE CHANGE) To go from ModularFuels, alone, to Modular Fuels + Real Fuels: extract the RealFuels.zip in the ModularFuelTanks folder. To go from Real Fuels to Real Fuels + Realistic Masses, go to that RealFuels folder you created and change the line useRealisticMasses = false to useRealisticMasses = true (To go back, set it back to false) To go from Real Fuels to just ModularFuels, delete that RealFuels folder. AN OVERVIEW OF FUEL TYPES AND TECH LEVELS ARE IN THE README BELOW THE CHANGELOG ========== Changelog: v3.3 = \/ *Swapped how thrust and mass are changed by TL increase. *Made the battery multiplier (how much charge per unit of volume) configurable in MFSSettings *Changed Xenon around. Tanks now hold 1/10 what they used to, and Xenon is now 10x as dense. It's kept pressurized at a hopefully reasonable temperature to yield that 0.2 g/cc density (what I've set it to). *Changed tank masses again to try go get them ever closer in line with the real world. *Added Balloon tanktype (practically no basemass; structural integrity kept by internal pressure). C.f. Atlas missile / LV. Same for BalloonCryo. Since the tank goes all the way to the skin they hold slightly more (at least the StretchyTank ones, the only ones so far, do). *Fixed propellant ratios so that they are displayed in percents rather than 0.x ratios that get rounded. *Added tooltips for hovering over autofill buttons to say which engines use that mixture. *Added SRFirefox's fix for NTRs so nuclear fuel lasts longer. Also increased ElectricCharge generation. *Added Syntin; changed Methane to LqdMethane to comport with other fuels. =============== Oh, and because I know how this game works, the pix: About a quarter of the engines we support.
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
No, ullage space is just "space unoccupied by rocket fuel" -
If you're going for a vacuum optimized engine, can we pretty-please have one with a vacuum-optimized nozzle? Tiny throat, in particular.* Almost all the engines (stock and mod) look optimized for sea level. *if you make the throat tiny, you won't even have to lengthen the nozzle much. Sea level nozzle: low area ratio (exit:throat), shorter nozzle, lots of curve, but relatively straight at nozzle end ....== .../....\ ../......\ .|........| Vac Nozzle: high area ratio (exit:throat), only very slight curve--"stretched bell" rather than "full, wide bell"--but still angled out at end of nozzle ....= ...|.| ..|...| ..|...| .|.....| Some vac nozzle examples: http://www.flightglobal.com/blogs/wp-content/uploads/mt/flightglobalweb/blogs//hyperbola/rl10bcompare.JPG (an RL-10 and some nuclear thermals) As for thrust and Isp...we could definitely use a 1.25 of around 120-150 thrust. Isp in 909 range but worse at SL, like 180/390. Mass 0.8-1.0t? For .625, something of thrust 40 and same stats would be nice. Say a mass of .3 tons to stay balanced. Lastly, as a general rule, you will _never_ get as high Isp in atmo as you do in vacuum, even for a sea-level-optimized nozzle. Air interferes too much, period. Heck, the stock engines get nearly aerospike-level performance as it is (and Squad's Aerospike is just crazy...not even hydrolox engines with vacuum Isps in the 450 range get more than 360-370s at sea level!)
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Oh, dang. And I _so_ studiously avoid internet video. (<oldgrouch> why can't people just write anymore </oldgrouch>)
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
To keep the ullage space as _big_ as possible, actually. You _want_ the propellants under pressure. http://yarchive.net/space/rocket/restart.html looks really helpful. I didn't RC: the bladder approach is apparently only workable for small rockets...but you can use those small rockets as ullage rockets for the big ones! -
About what I figured. Question is whether there's a publicly accessible TechNodeAvailable(node) function, or the like.
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
NathanKell replied to AncientGammoner's topic in KSP1 Mod Releases
That still leaves (a). When I have a bit less on my plate I'll sure consider it, though. At the moment I'm faking it with Procedural interstages and ST tanks hidden inside. -
Alternatives to Ferram for realistic drag models?
NathanKell replied to Proply's topic in KSP1 Mods Discussions
Then why are half the posts in the FAR thread people complaining about it making the game too hard?