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Everything posted by NathanKell
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Realism Overhaul Discussion Thread
NathanKell replied to NathanKell's topic in KSP1 Mods Discussions
Motokid: the engine will tell you in its info panel. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Sounds like AJE's patches run on FOR[AJE] and B9's run on FOR[b9] and so B9's run later. -
Bob Braeunig's site is great for this. Plus, he's our very own OhioBob.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
My guess is it's because of Crossfeed enabler, so it's not your fault. Now I guess we swap CKAN metadata over to your repo again? -
Turn off part tint when overheating
NathanKell replied to BudgetHedgehog 's topic in KSP1 Mods Discussions
Yeppers. -
JT2227: AIES has a J-2X if you want the real thing. As it was a total rebuild of the J-2, it's not an available upgrade config on the regular J-2 parts. To modify an RO patch, go into RealismOverhaul/RO_SuggestedMods/[Mod name]/RO_[Modname]_Engines.cfg and find the engine. Dman979: Unless something very strange is going on, CKAN *does* work on Macs, you just have to install mono first. Ask on the CKAN thread and they'll get you up and running.
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It's part of the temperature gauge system. Turn that off.
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[HeavyWIP]RealStock Remix - A RF Engine Config
NathanKell replied to 01010101lzy's topic in KSP1 Mod Development
RCS is nothing but a *small* pressure-fed hypergolic engine, anyway, and no one worries about the number of ignitions there. What matters more is total burn time (engine life), not number of ignitions, at least for bog-standard simple PF hypergolics. -
yep! Darth Vader: Towards the end of the thread on AH.com our own B787_300 posted a pdf. PM him here in case it's updated?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
NathanKell replied to bac9's topic in KSP1 Mod Development
Crzyrndm: Ah, cool! Is a release coming, either from you or Bac9? It'd be great to have the RF tanks working again, and that mass modifier bit will also help with RP-0 careers too. -
Uh, I wasn't asking about crash dumps, just the log. The log always exists. Story linked the thread above that tells where to find it. Good luck, and do give a holler if you can't find it (and even if you can, we like to know! )
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Re: ISRU, there's the RealISRU thread in dev that might be worth a look. Ah! Yeah, that would explain things. RP-0 is career mode for RO, so if you're changing things from what RO sets, it's not gonna work. :] However, that actually means that you don't really need RP-0 then, since much of the impetus for RP-0 is *because* RO changes engines all around so traditional tech trees won't work. I do indeed think an RO-lite might work better for you; if SMURFF isn't what you're looking for (or ROMini, go here https://github.com/KSP-RO/RealismOverhaul/blob/master/ROMini.cfg and click 'raw' to download) then absolutely feel free to fork/make whatever mod you like.
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Krakenfour: Glad it's working now! algeo: Ok, sorry to keep on this but can you upload the log from *that* test, and also the craft file? Can see if I can repro here, then, if nothing jumps out at me in the log.
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Krakenfour: It's...really not how RO works, to slap a size and mass multiplier on a part and call it done, except in very rare (simple structural part) instances. It is certainly not how RO works to do that to something as complex as colonization parts, which will need a truly massive overhaul. MKS/OKS/Etc come from a completely different approach to playing KSP. It's to the credit of KSP that it allows such diverse play styles as the UKS/"lolsokerbal" school, and the RO "hard nosed realism" school, but those play styles really don't mix. RO should certainly support colonization, and assuming there are volunteers with sufficient interest and time, we will. But sacrificing the spirit and the very purpose of RO just so we can have colonization sooner is not the solution. As to the tree suggestions you're making, I confess myself quite confused. First, it seems you might not even be using Realism Overhaul for engine configs, which means of course things will be in the wrong nodes for you. That said, the reason parts have been placed in nodes is because, well, that's when they were developed. For example, the film return camera is modeled on the cameras in the CORONA program (and the first Zenit launches); they absolutely came before the early Ranger and Mariner shots (which is what Improved Instrumentation represents). EDIT: chrisl: That definitely seems like an issue to bring up with nightingale then!
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Krakenfour: I'd like to help. really I would, but in order for me to do so you have to actually read what I'm asking you for, and actually provide it. algeo: That sounds like an issue that TweakScale produces. Try without Tweakscale.
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Can't do much without a log, other than saying that (a) the 64bit hack is a hack, and is therefore unsupported, and ( recent versions of OSX in particular have lots of problems with KSP even at low memory usage levels. I would suggest trying a not hacked clean install of KSP with just part of FASA installed (say, remove the Gemini and Apollo folders),
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Known issue. Will be fixed in next release.
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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
I think we'd have figured out by now if KSP had problems with them. Since RO/RP-0 has been using 0.3m (1ft) and smaller parts for...quite some time. Beale, looking good! I obviously prefer the scaling metric that allows correct in-aspect scaling -
Turn off part tint when overheating
NathanKell replied to BudgetHedgehog 's topic in KSP1 Mods Discussions
That highlighting is actually highlighting, not glowing, and it's from the gauges. Turn off the gauges (KSP doesn't, in current release, have a way to individually toggle the gauges and the highlighting). -
Drag is proportional to density. Heat is proportional to sqrt(density). Exampe: Density = 0.01 Every second, you slow down 0.01 units, but you take .1 units of heat. Example 2: Density = 0.25 Every second, you slow down .25 units, but you take 0.5 units of heat. So in case 1, you take 10x as much heat as slowing, in case 2 only double.
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Happy to help. The sqrt of rho tl;dr is 'ferram said so'; it actually comes from dealing with Reynolds numbers, because heating is approximated as 0.5 * rho * v^3 * Stanton number, where the latter is proportional (in laminar flow) to rho / sqrt(Re). Since Re itself is proportional to density, you end up with rho^.5 * v^3 as the final proportionality for heating in laminar flow. KSP implements a "pseudo Reynolds number" which is just velocity (in m/s) times density (in kg/m^3). In Physics.cfg, you'll see a Turbulent Convection Start and an End value; that determines the pseudoRe when the convection coefficient multiplier starts shifting from 1.0 to (turbulent convection mult--it's stated as 100 in the cfg, but I think the value may not be read in 1.0.4--I think same for all the values, though start and end are the correct values, but mult may be 30 no matter what you put), and it reaches the full multiplier when pseudoRe reaches the End value (it's a linear interpolation). You'd be surprised at how fast / how low you need to go before you get over 100 pseudoRe.
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Thanks! Two more 'demonstration' vehicles. First is the tutorial orbital rocket craft file Second is the TL0 (Early everything node) lunar flyby rocket: craft file