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Everything posted by NathanKell
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https://github.com/KSP-RO/RealismOverhaul/blob/28be9e3e03e1345eed53876e1173d1274048a1d8/GameData/RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Engines.cfg Various places in that.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
NathanKell replied to Beale's topic in KSP1 Mod Releases
Took the liberty of upping the version on CKAN to support 1.0.5. Hope you don't mind! (It pulls version info from KerbalStuff normally, and you'd left that set at 1.0.4, so nobody using CKAN could grab Taerobee if they were on 1.0.5...) -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
All RealHeat does is change the shock temperature and recalculate the background radiation temperature from that. -
I support 12ft Falcon 9 (I presume it's 12ft, 3.6576m, not random-metric-size). For the S-I-II interstage, how about this? Make the S-IC itself a decoupler on its top node. Make the ullage rockets radially attachable (indeed in one flight, IIRC, none were fitted, and the number varied flight to flight). Finally make the interstage a decoupler on its top node. Presto, perfect 2-plane separation. Since someone (cough) added decoupler toggling to stock, the S-IC can even have its decoupler turned off. :]
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How far did you get in Realisme Overhaul?
NathanKell replied to CitizenVeen's topic in KSP1 Mods Discussions
I've gotten as far as Mars but I generally stay in LEO, with occasional Moon shots. -
Remote Tech, Standard or Root? (Realism Overhaul)
NathanKell replied to CitizenVeen's topic in KSP1 Mods Discussions
@CitizenVeen yep, the + means it's a positive exponent (E-5 would be x 10-5 instead). -
Very cool!
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Click on the hatch you want the kerbal to exit from. If they're not in that part, click on the hatch of the part they are in, transfer to the part you want them to exit from, then exit them from the hatch by clicking on the hatch. Obviously you won't be able to go IVA, because as I said this solution removes IVA.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
@MissMolly You don't want to be limiting acceleration, not least because your engines do not throttle at all so you can't limit acceleration. When MechJeb tries to limit acceleration, as you see it ends up shutting your engine down. Here's some useful "conversion tips" for going from KSP to RO: https://github.com/KSP-RO/RealismOverhaul/wiki/False-KSP-Lessons -
That's...really not how it works. Shape has a gigantic influence on drag, and non-wing drag will tend to be rather higher than wing drag, so your wing might have a higher L/D at one angle whereas your craft in total will have a higher L/D at another. Trying to make that kind of drag-from-mass estimate is exactly what KSP's old aero did, to cataclysmic effect.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
@MissMolly you have "Limit Q" checked. That's what I meant above with turning off "Limit Dynamic Pressure" (Q is the symbol for dynamic pressure). Uncheck it and the problem should go away. -
Nope. Glide ratio is the L/D ratio, and that depends very heavily on craft geometry; you need to find the glide angle that minimizes drag while maximizing lift. If all you know is wing area and mass, that tells you nothing about L/D and optimum glide angle.
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@Sovek Nope, it was linked to failure penalty in 1.0.4 as well.
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No, it really is linked to the failure penalties slider in Custom Difficulty options. 100% failure penalties = 100% building upgrade cost.
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Can you post an image of your craft? That message means that you probably had high drag and not enough thrust to counteract it, so had negative acceleration and thus the fuel 'sloshed' to the top of the tank. -
Awesome! You should definitely let people know in the RSS and the RO threads (if you haven't already).
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How are you computing "average"? As was discussed above, it varies with temperature (and temperature varies with altitude and latitude and day/night). 343m/s is the speed of sound at 15 C (288 K or 59 F), which is the reference temperature at sea level for the standard atmosphere, but is most certainly not the temperature at KSC during either day or night. In the mid atmosphere, the speed of sound is around 300m/s, and if you wanted to pick a 'round number' use that, it's going to be valid much more often than the sea level number is, for general use.