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Everything posted by NathanKell
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A visual criticism of the Shuttle engine
NathanKell replied to spikeyhat09's topic in KSP1 Discussion
The RD-180 is used on neither Soyuz (RD-107/108) nor Energia (RD-0120 on the core; the boosters use RD-170s, which are effectively double RD-180s--i.e. exactly the kind of sea level power you're talking about). -
1.05 Intakes - Lets figure them out
NathanKell replied to Right's topic in KSP1 Gameplay Questions and Tutorials
Quick note, for the triplets in a DRAG_CUBE, first is area (yep), second is unmodified Cd (yep), third is depth. I.e. looking from that angle, taking the bit of the part nearest you as 0m depth, what is the depth of the widest bit of the part? For a cone, looked at from the tip's side, depth is (height of the cone). Looked at from the base's side, height is 0. Looked at from a side, depth is (radius). Make sense now? -
1.05 Intakes - Lets figure them out
NathanKell replied to Right's topic in KSP1 Gameplay Questions and Tutorials
Yep, it's always better to have more...but it's a tradeoff, the ones with better suction have worse supersonic performance. 322997am: that limit is far, far above where your engines cut out, and is therefore not worth worrying about. -
Deep Diver Challenge: 1.0.5 Edition!
NathanKell replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
And, in fact, I spent a good few days on that bug, but could not find why it existed, nor could I justify spending probably a week on that single issue. I am sorry you disagree with my prioritization choices. -
1.05 Intakes - Lets figure them out
NathanKell replied to Right's topic in KSP1 Gameplay Questions and Tutorials
If you have 'enough' intakes you won't get asymmetric flameouts, because the engines will flame out together due to the flow multiplier being too low, a good bit before the air intakes cease being able to shove enough units at you. If you don't have enough intakes you'll hit that problem above. However, my noting it publicly ought be taken as indication that I'm aware it's a problem. -
1.0.5 Reentry drag and heat
NathanKell replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
Aerobraking at Eve is very possibly. Aerocapturing requires good heat shielding and a high drag-to-mass ratio. -
1.05 Intakes - Lets figure them out
NathanKell replied to Right's topic in KSP1 Gameplay Questions and Tutorials
That's not quite correct. Let's quickly review how KSP resources work, and indeed modules on parts. 1. Each frame, all parts are processed in tree order. 2. Each part processes its modules. 3. All resource requests (either pushing or pulling a resource) are first-come-first-served. Now, consider 2 air intakes 2 jet engines If the air intakes produce more air than is required by your two jets, and if there's enough buffer space (as of 1.0.5 there should be, so let's ignore that), then everything's fine. Both intakes add 1 air each, then each jet removes 1 air each, and you're all good. Now consider what happens if each jet still wants 1 air each, but your intakes are only intaking 0.5 air each. Air starts at 0 Intake 1 adds its 0.5 air. There's now 0.5 air. Intake 2 adds its 0.5 air. There's now 1.0 air. Jet 1 pulls its 1 air. There's now 0 air. Jet 2 tries to pull its 1 air, gets nothing. Oh dear. Say the intakes produce 0.75 air each. Jet 1 will fully pull its 1 air, but jet 2 will only get 50% of what it asked for. Now you can see why people mess with order. Let's try interleaving. Intake 1 produces 0.5 air. Jet 1 pulls 1 air but gets only 0.5. It runs at 50% thrust. Intake 2 produces 0.5 air. Jet 2 pulls 1 air but gets only 0.5. It runs at 50% thrust. Hopefully that clarifies the whole mythos of "intakes can only feed one engine" thing. -
1.05 Intakes - Lets figure them out
NathanKell replied to Right's topic in KSP1 Gameplay Questions and Tutorials
Numbers are good Also GoSlash27, I think you'll find that the areas reported by the intakes are sane now, on the tooltips. If not, I must have screwed up a commit. (I.e. area is now actually in m^2, not just 'units') -
instead of multFlow, I added separete atmCurveIsp and velCurveIsp curves. So you can model engine fuel flow with density (near linear if normally aspirated, nonlinear if super/turbo-charged) and with ram air on the atm and vel curves, and mach/advance ratio, and density, affect on prop thrust with atm and vel Isp curves. Incidentally you can also model jet Isp shifting with velocity change now (velCurveIsp) if you wish. KSP water has a 1.2x multiplier to buoyancy, so you may find normal-mass-for-their-volume parts a bit light. It's in Physics.cfg of course.
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Not sure how you figure 600 km x 6 = 6371 km
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KS-25-X Emmisives/heat glow
NathanKell replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Heh, didn't know you did that too. The FXModuleAnimateThrottle has a lot of new modes and hooks though. -
Is it safer to land in water now?
NathanKell replied to Tremzack's topic in KSP1 Gameplay Questions and Tutorials
Try using wings as hydroplanes. Look at how the Osprey does it. -
It's worth noting that despite its looks, you really should think of the Vector as an RD-191 (or RD-253, more like, since Isp for KSP engines is based off storable propellant engines). This is because KSP doesn't really *have* high thrust engines; all its engines are low thrust, so boosted cores make sense. (Compare the thrust ratios of the Kickback to the Vector/Mammoth, when considering whether you're building SLS, or a boosted Mega-Proton.)
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
NathanKell replied to Claw's topic in KSP1 Mod Releases
I included pretty much the same workaround this uses. -
PSA: Engine exhausts are deadly now
NathanKell replied to MalfunctionM1Ke's topic in KSP1 Discussion
Exhaust damage now falls off by the inverse square of the distance. So stuff very near the engine will be cut through, whereas far-away stuff will survive. -
Thermodynamic improvements in 1.0.5
NathanKell replied to oab2's topic in KSP1 Gameplay Questions and Tutorials
Yes. 10char