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KSP2 Release Notes
Everything posted by NathanKell
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[RSS + RO + NF] No solar power
NathanKell replied to MatterBeam's topic in KSP1 Technical Support (PC, modded installs)
They are, indeed, very weak, and the early cores are power hungry. You should get decent panels in Improved Instrumentation and even better ones in Electrics, and use the Agena core, it has a low-power mode. (Or better yet, the Early Controllable Probe and then the Ranger, then Surveyor or Ranger III...). Different avionics units have different power draws and use cases. -
Um...you're expected to buy lots of KCT upgrade points. I have ~100 by 1961, and I expect to have another hundred by 1963 at the latest. Points represent people and infrastructure in your space program (which is why I asked magico if he could add maintenance costs to points, i.e. 1 fund/pt/month, say). Unlike regular KCT, where buying upgrades increases in cost per point (and the RnD boost doubles for each point), in RP-0 the cost is *always* 10k funds to buy a point, and the increase you get is linear. So that sounds like either point costs should go down, or fund rewards should go up?
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Why Doesn't S^3 Work?
NathanKell replied to ZooNamedGames's topic in KSP1 C# Plugin Development Help and Support
I suggest posting on the release thread for the mod, Niemand303 will be more likely to see it there. And no, legoclone09, you don't install RealSolarSystem... ZooNamedGames: you did install a texture pack, though, right? -
emb110: That icon is Engine Group Controller, as I said. LividPumpkin: You're using an out-of-date version of KW Community Fixes, which conflicts with RO. Update KW Community Fixes.
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Trollception: Awesome, looking through! And good luck. davidy12: As Trollception says, RO comes with a number of craft files that should have been installed if you installed via CKAN, and are in the Ships folder in the zip if you installed manually. emb110: Engine Thrust Controller's functionality is basically handled by RealFuels itself. Do you mean Engine Group Controller (by asmi, bundled with RO) instead?
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chrisl: The idea behind RP-0's handling of simulations is that sims are you telling The more complex the calculations they need to make, and the more unknowns, the harder it is and longer it takes / the more people need to get involved. Sim costs represent the resoruces expended doing that. However, I definitely need to lower the cost of orbital sims. Ground-start sims have the cost I want for them, but orbitals not so much. At a rough cut I think it makes sense to have (Earth-)orbit sims cost the same per time unit as ground-start sims. Laie: I agree that reentry should have its no-crew requirement removed, or perhaps limited to one with a repeatable reentry contract (lower reward than the 1/LEO one) added. Ideally it would be along the lines of "fly over x coordinates and take a picture, then bring it home". Regarding Mars/Venus flyby, good point on the antenna bit. As of now they unlock once you fly by the moon, but we can add a tech requirement. For GEO, a GEO commsat doesn't need more than, say, 5x Comm 16s to be viable (20Mm + (20Mm * 20Mm)^.5 = 40Mm if both sides of the link have 5x Comm16), no dish required at all. The milestone contract should stay--it's a significant milestone, but I'm happy enough to not have a repeatable contract, instead handling it via maybe cannibalizing the RT contract pack's contracts.
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Cool.
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Did you install both Real Fuels and Modular Fuel Tanks? It's one or the other, remove the latter.
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What tank do you use for the wing tanks?
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Herrkurt: Near Future will be supported eventually (and it's supported by RO itself), but it hasn't been placed/priced in RP-0 yet. For ISRU, check out the "Real ISRU" thread in Addon Dev for what RO will eventually use. For sims, hmm, I hadn't noticed them being particularly expensive. You are on the RP-0 preset, yes? Also: for whoever was having issues with duplicate ST2 panels: Uninstall RP-0, delete the RP-0 folder from gamedata if it remains, then install it fresh. That will fix it.
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For whoever was having issues with duplicate ST2 panels: Uninstall RP-0, delete the RP-0 folder from gamedata if it remains, then install it fresh. That will fix it.
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Gryphon Interplanetary: A Realism Overhaul playthrough
NathanKell replied to Ravenchant's topic in KSP1 Mission Reports
Love this! -
Procedural Parts (the mod) doesn't use tweakscale. The exceptions you get are from CrossFeedEnabler, which I haven't had time to fix yet since they're harmless. Tweakscale has a serious issue with RF (which, again, haven't had time to fix) and also has a habit of making vessels' centers of mass go outside them and other nasty things. Correct on the latter bit!
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ScanSAT is WIP supported--it was, vaguely, supported before 1.0, but I think part placement needs some touching up. The parts definitely need a pricing pass though. IR is...WIP at best, also. It's in the tree because pjf wanted to use it, but the costs again need some rework, and the node placement too after the tree revamp (especially since hinges, per se, are probably a starting tech). It also requires TweakScale, which is dangerous.
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StoryMusgrave: Yeah. And also there's a lot of reference to Agena D being a 'standardized' Agena-B... davidy12: Taurus capsule. For SLS, the stock parts work. Trollception: Yep, I did lower them slightly since the stock-part Agena guidance is only 280kg, and the tank should be lighter. The pdf you cite is for Shuttle-Agena testing, so if the 'multiple dry mass' hypothesis is correct, would be of the later, lighter variant. And just to muddy the waters further, Designation-systems.net shows 1045kg dry for both B and D. For propellant dumping, TAC Fuel Balancer and/or Ship Manifest should be able to handle it. For docking...good luck. :]
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Oh, dang, totally forgot I was supposed to fix those. Will do. As for the contracts: In RP-0 there's a divide between Milestone contracts and repeatables. In the same way you get First Crewed Orbital once, and then the repeatables, you should get First Moon Landing, and then repeatable moon landing contracts (the latter don't exist yet though).
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Malekit: You are in the thread of the very mod that will help with that. Trollception: Alas I was unclear, I guess. Rokker and I spent a good bit of time last night researching this, and the best we can come up with is this: there were multiple Agena D versions. The later version is the one that is recorded on nautix (and in Ed Kyle's Space Launch Report), i.e. 673kg dry, 6.8t wet, 300s Isp engine. However, http://www.b14643.de has stats for teh "early" Agena, with the 291s engine. It has a much higher dry mass--actually, higher than what we currently have for the GATV. We're trying to find out more, but for now, the FASA Agena parts have had their mass redistributed slightly (docking port is heavier, avionics and fuel tank lighter) Pending further info, that's how things will lie, I guess.