-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
Mercury had a heat shield of approximately 200kg I believe, out of a total pod mass of 1150 kg or so. Our pod plus parachute is 950kg or so. But let's remember that Mercury had a heat shield for low orbit reentry. Our pod does not need, and should not have, a heat shield for low orbit reentry. Even Munar reentry can be done, barely, without one. The heat shield is for hotter stuff than that. Trying to futz the drag is not a good solution, it has many bad and unintended consequences. Using drogues is more promising.
-
Jimbodiah: Real life orbit takes about 9.3km/sec of vacuum delta V from KSC, assuming a fairly sane time-to-orbit/TWR. If your ascent is suboptimal, or TWRs are low, you might need upwards of 9.8km/sec. You certainly need more than the 3.3km/sec or so that Kerbin does. :P
-
The scale of the head doesn't seem to have any effect on visual scale, so I think it's overridden by the animation.
-
I think blowfish may have removed prat3 curves, so probably not per se. I'll ask.
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
RVE currently undoes the renaming, since IIRC there were problems in Scatterer. blackrack, pingopete, are those problems fixed? Is it safe to leave the renaming in now? -
Updated for KSP 1.0.5!
-
RftS is de^H^Hpining, so that's about it, yeah. (But stay tuned)
-
There's no reason there can't be a new (human) kerbal model, it just involves creating all the animations KSP wants.
-
[1.1.3] RealHeat (Minimalist) v4.3 July 3
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
I, uh, forgot to update the thread. v2 * Updated to KSP 1.0.5. * Removed AeroFX bits (done by stock now). -
[1.2] Procedural Fairings 3.20 (November 8)
NathanKell replied to e-dog's topic in KSP1 Mod Releases
I have not seen this. Are you sure you selected fairings, not shrouds from the structural tab? -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
I removed the only link in the OP that points to the old version (we don't have the permissions to update Kerbalstuff). The github link is correct, and will always be up-to-date. -
Make what? RealFuels doesn't configure parts. RealFuels adds options.
-
[Tutorial] Soft-Docking Docking Ports
NathanKell replied to curtquarquesso's topic in KSP1 Mod Development
No docs, but they should be fairly self-explanatory, i.e. you can set the default-true bools to false to disable the existing behavior regarding animations, and then set some of the false ones to true to enable the behavior you want. They describe the state and then whether to enable/disable the animation toggle or prevent the state movement based on animation state, for that state. -
Oh, it doesn't do nothing. Try feeding a jet from a radial tank behind a no-crossfeed decoupler :P
-
Were the heat shields intended to act this way?
NathanKell replied to Aser's topic in KSP1 Gameplay Questions and Tutorials
As Slashy pointed out, the instant you decouple the heatshield you're effectively doubling the drag (because on decouple, the bottom of your pod is no longer occluded, so that makes drag, plus the heatshield/decoupler vessel produces its own drag which it passes on to you by collision, i.e. it's driven upwards into you and therefore slows you further). -
PotatoRoid hull > 255 polygons invalid?
NathanKell replied to Fwiffo's topic in KSP1 Technical Support (PC, modded installs)
Don't worry about it, it's an expected message in 1.0.5.- 1 reply
-
- 1
-
-
Were the heat shields intended to act this way?
NathanKell replied to Aser's topic in KSP1 Gameplay Questions and Tutorials
Nope, you get exactly (perhaps even 1% larger, since there's a bit of extra side area) the same drag force with the shield or without the shield. What changes is the mass, and therefore the deceleration in m/s. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
2.5.1 [LIST] [*]Finish removing Kerosene and AvGas configs from jets and props. Now the only engines whose fuels are set are the SABREs and MkIVs, but they too will eventually get shifted over to an engine pack (RO, or RF Stockalike). [*]Update emissive patching to work in 1.0.5. [*]Change how stock clones' models are assigned: if Ven's Stock Revamp is installed, use VSR"s turboramjet model for some jets for variety. Even if VSR is installed, however, keep using the Squad 1.0.5 models for the J58 (TRJ) and CF34 (Wheesley). [*]Update to SolverEngines v1.13. [*]Ensure jets lose throttle when shut down. [/LIST] -
* Update to SolverEngines v1.13. * Fix emissives patch for 1.0.5. * Add some patch magic to the emissives patch to fix VenStockRevamp engine emissives. * Add LOX insulation to tank type Cryogenic.
-
Yep, you're definitely welcome to manually install all the mods RO requires (excepting ModuleRCSFX and Better Buoyancy, both are no longer needed in 1.0.5), and then download the RO repo and manually grab the RO folder inside GameData in it.
-
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
MAFMan: as I mentioned upthread, there is no need to fix it, or recompile it, or use it whatsoever anymore, because the stuff it added is now stock. -
Starwaster: It's not mentioned because it's about a year old. :P
-
Convex colliders are faster, AFAIK, but the main thing is that that's all Unity 5 supports anyway, just modders are being forced to make an earlier start on converting to convex-only than planned. :]
-
We're about ready to release for 1.0.5. I suggest holding off a little bit, and then starting from a clean KSP 1.0.5 install. Right now a lot of RO submods are in flux between 1.0.4 and 1.0.5.