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Everything posted by NathanKell
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Some Shower-thoughts on the LV-N Nerf
NathanKell replied to MalfunctionM1Ke's topic in KSP1 Discussion
Not sure why Oxidizer is assumed to be LOX... -
Without "taking sides" or anything, here is a use case in the other direction: place a Mainsail in a Mk3 bay. The raycast for checking if the exhaust hits anything is, IIRC, shorter than the bay length, so it will not think it hits anything, therefore giving you free shielded thrust you can run for an infinite (fuel willing) amount of time despite the cargo bay being closed. Note that Russian LVs do not have solid interstages, they have meshwork ones so the exhaust can escape.
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Woohoo!
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NathanKell replied to TaranisElsu's topic in KSP1 Mod Releases
While the thread has not yet been updated, there has been a new release for 1.0.5. Hurrah! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NathanKell replied to Ven's topic in KSP1 Mod Development
Right now the Mainsail is nearly as efficient as the KS-25, actually, with a 310s vacuum Isp instead of the KS-25's 315. So RS-68 compared to the KS-25's RS-25 makes perfect sense to me (although as I've often said, the proper comparison for the Vector and Mammoth is the RD-191 and RD-171 respectively...which would make the Mainsail an NK-33 and the Skipper an NK-43). -
@frizzank awesome! The New Team (or in particular @saabstory88 ) has been working on this, but from the master himself is always best.
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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
I just gave ferram 2 methods on how, over IRC, and that's not even counting the original method (just don't use Unity's drag, as FAR itself does not).- 14,073 replies
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Fix was committed to github, if you want replace your copy of Squad.cfg with this one. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Make sure you are on KSP 1.0.5 Build 1028 or above. And that you are using the latest FAR. If in doubt, check BuildID.txt in your KSP folder. If you're not, redownload KSP from wherever you got it. There was a patch.- 14,073 replies
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CKAN does not index pre-releases. Once enough people have reported not having problems with this pre-release, I'm sure @Starwaster will be willing to make it a full release, with any needed fixes.
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skin heat/ core heat questions
NathanKell replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
The leading part may have an attached shockwave, whereas parts further back--even if they are fully exposed--will be behind the edge of the shockwave. -
Yep, all resources are added in liters-at-STP (or in the case of electric charge, kJ). The liters of tank volume they take up is dependent on what pressure they are compressed to. Nitrogen is at 200atm I believe, and EC uses 1 liter for 1MJ (1000kJ).
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Niiiice.fileextension Note that KIDS is outdated, so your best bet is one of those mods, and they're rather more comprehensive than KIDS anyway.
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skin heat/ core heat questions
NathanKell replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
Skin <-> internal. So if the radiator draws from internal, it's indirectly helping skin too. Parts blow up when skin temp > skinMaxTemp or internal temp > maxTemp. skinMaxTemp defaults to maxTemp if not set independently. -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
NathanKell replied to Beale's topic in KSP1 Mod Releases
Issue's probably the weight difference. Try adding the decoupler functionality to one of the other parts and don't have a separate decoupler. That, or set the decoupler to PhysicsSignificance = 1 (although that can trigger weirdness; the 3.75m decoupler has it and has weirdness). -
Ohhh I see the problem. Some RP-0 contamination got into RSS. I'll fix that, thanks. For now find these lines in your GameData/RealSolarSystem/RSSKopernicus.cfg file and delete them: https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RSSKopernicus.cfg#L694-L700
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skin heat/ core heat questions
NathanKell replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
Nope. There's three temperatures to keep in mind: Internal and skin for all parts, and core temp for certain parts (drills, ISRU, RTGs). Skin and internal heat conduct. Internal and core conduct. Skin radiates and convects. Radiators draw from internal and core. -
Atmospheric entry with odd shapes
NathanKell replied to Hell_Raiser's topic in KSP1 Gameplay Questions and Tutorials
There's actually two approaches to spaceplane reentry, and both work. One is the one @Temstar outlined above: minimize your time in the high atmosphere and make your BC as low as possible with a high-alpha reentry. It has no particular L/D requirements and can be done with high wing loading. That's what all real life spaceplanes have been designed to do. The second approach is the one originally envisioned for spaceplanes: very low wing loading, high L/D. You keep your descent rate low enough that you radiate heat as fast as you take it in, and only descend below, say, 45km once you're quite slow (in relative terms). This approach requires you to keep your L/D fairly high and to not have too high an angle of attack (for fear of lowering your periapsis too far). As to the Fuji: It's flat like that more because you get a much high L/D ratio, and they wanted to fly a (comparatively) high-lift descent, which lowers the G forces. A ballistic (zero lift) reentry is always going to have the same peak G no matter the ballistic coefficient, IIRC; what changes the peak G is the entry angle, and/or lift.