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stratochief66

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Posts posted by stratochief66

  1. https://github.com/KSP-RO/RealismOverhaul/releases/tag/v11.5.0

    v11.5.0 for KSP 1.2.2

    * Compatibility of the J-2 with the EMRController mod
    * New airplane cockpits, improvements/fixes to existing ones
    * CommNet support, RT improvements
    * Improvements to SSTU compatibility, configs, plumes
    * Added compatibility for CoatlAerospace Probes & GroundOps, many parts
    * Compatibility with Raidernick's B330
    * Added/improved compatibilty for RealEngines (v1.5)
    * Many more engines configured for TestFlight, such as the Star 37 and J-2
    * Add a config for the RD-100
    * Updated the Titan engine thrust and ISP values
    * Fix the early Atlas engine thrust and ISP values
    * Fix the pricing on the H-1 series engines
    * Fix the KK pack Falcon 1 part names for changes to base mod
    * Additions to Kestrel and rd-0242 engines configs
    * Corrected the leonardo ISS module mass
    * Support for CxAerospace station parts
    * Various additions to Raidernick configs including, fregat plume fix, LRO and LADEE probe additions, briz-m and zenit block d additions, lk lander new engines, dnepr third stage fixes and several other plume related fixes.
    Thanks to ctiberious, ec429, AlphaMike741, PhineasFreak, ShimmyTheJJ, Raidernick, assassinacc, AnticlockwisePropeller, rsparkyc and pap1723 for all contributions this release.

     

    This should hit CKAN sometime in the next day. Keep your copies of KSP 1.2.2 around!

  2. Ooof, quite the mod list. Are you sure you just didn't burst through the memory limit on your computer?

    I'd suggest trying to make a copy of your game, and start removing mods to see when/if the bug goes away.

    Maybe try removing RemoteTech or DMagic first? It could've been a 'minor' mod update that caused the whole issue, which is why I'm very careful about allowing mods to update through CKAN. Letting a dozen mods update all at once is a recipe for ending up with a random bug and not knowing which mod might have been responsible.

    Good luck!

  3. On 4/24/2017 at 5:18 PM, Jodo42 said:

    I've reinstalled KSP, AJE and Realism Overhaul itself twice now and I'm still getting this error in the console when loading:

    At this point the game stops loading and won't progress. I'm running AJE 2.8.0, Realism Overhaul v11.4.1, and KSP 1.2.2 x64. Other than that I have all the required mods for RO and ModularFlightIntegrator. 

    Any ideas whatsoever? About to give up on this, my 1.1.3 install was working for a while but then broke when I tried to replace TAC with USI LS, and I've been unable to get a working install in 1.2.2 since.

    Partial list doesn't help much; can you list all the mods you have, or give a Gamedata screenshot? Could be missing CRP for example.

     

  4. On 5/1/2017 at 11:15 AM, Galacticvoyager said:

    Hello guys! Can you help me make Jupiter more oblate? Like EXTREMELY oblate, like http://vignette1.wikia.nocookie.net/aliens/images/9/98/Mesklin.jpg/revision/latest?cb=20100605213818, yea like that.

    The properies Kopernicus uses to generate each planet are stored in files within your RSS folder. The file in particular that controls Jupiter's oblateness is here. Experiment by making medium sized changes to different parameters to figure out what they do. Enjoy :)

     

    https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RSSKopernicus/Jupiter/Jupiter_Oblate.cfg

  5. 5 hours ago, Iso-Polaris said:

    It seems that NF and FASA electric engine in RO cannot use timewarp thrust through persistant thrust mod

     

     

    5 hours ago, Iso-Polaris said:

    Another problem... I cant tweak kspi engine scale when RO is installed

     

    KSP RO doesn't advertise itself as compatible with Persistent Thrust. If you figure out how to get it to work, feel free to contribute that fix/trick to the community so we can share it with others.

    I don't know how KSPI goes about scaling their engines, but as far as I'm aware engine property scaling is incompatible with RealFuels engines modules. Generally with RO, if you want 5x the thrust of 1 engine you use a cluster of 5 engines.

  6. I want to share/store documents and plans I (and others!) make for interplanetary missions. I intend to start with basic/boring information, like ballistic coefficients, heat shield information, etc.that will be useful to see for planning a mission. I intend to draw from data of actual carried out or planned missions, but feel free to post information about missions you've carried out with the full RSS/RO/RP-0 stack in KSP 1.1 or 1.2.

     

    For starters, I've got this document which lays the ground for a Venus balloon mission. A heatshield is required to slow the craft down at Venus, of course, but the idea is that a balloon/probe combination would be great for gathering information from Venus. I also have the notion that using a balloon would be the best way to attempt to bring a probe back to Venus' orbit from the surface of Venus. Once the balloon & payload are up past most of the atmosphere, a rocket could be used to rise the rest of the way to orbit.

    https://spaceflightsystems.grc.nasa.gov/SSPO/SP/VenusUpper/Presentations/gage_VenusEntryBalloonsUAVs.pdf

  7. On 4/14/2017 at 7:24 PM, Kerbonaught said:

    Thanks! It's certainly an rp-0 issue - I've got everything working now except avionics. 

     

    One RO question though, I'm getting substantially more "vapour in the fuel lines" engine shutdowns with the aerobee than i remember, whenever i use the tiny Tim for instance the upper stage will not light, or if i ground light it it goes out on Sep... 

    Are you sure you have FAR, or that FAR is working? IIRC, w/o FAR there is much more air resistance, leading to more trouble like that and lower max altitudes.

  8. I'd definitely recommend using KSP 1.1.3 for playing RO, yep. All the mods required for it are still not updated.

     

    That said, an enterprising person who'd rather spend their time fighting the install process can follow the 'Golden Spreadsheet" and install mods one at a time. Support and install support not provided, since the 'people who know' are busy building and updating mods!

    https://github.com/KSP-RO/RP-0/issues/610

  9. @Theysen

    Prior to my vacation, I did a little tweaking of my Scatterer config, which helped make the brightness balance better, so the deserts are less bright without negatively affecting the prettiness of the rest of the planet. IIRC, I adjusted the Gamma or Alpha settings. I'll share when I get a chance, so we can refine things.

    I also find the Moon to be a bit bright in certain circumstances, but I had chalked that up to me using EngineLight or AmbientLightAdjust. I might do some fiddling, since I doubt I'll have time to get back into my RP-0 series this week, but I could probably do some testing and fiddling to help make the worlds prettier for all. @KillAshley did some great beautification work on the planets a while back, that might be making the Moon a dash too reflective now? Not sure.

  10. 5 hours ago, Alpha_Mike_741 said:

    If i want to add RO configs for some parts (first post says it should be there , but i get all sorts of  non ROs) , should i post them here or add them to RO itself?

    The OP includes a link to some configs that I don't think have been sent over to RO for inclusion. RO encourages any configs to be submitted as a PR, so we can review and add it to the other RO configs. If you were to submit the configs from here to RO, I'd suggest attempting to get @ReventonHawx's permission for that, or checking how those configs posted in the OP here are licensed.

  11. 3 minutes ago, Alpha_Mike_741 said:

    Not sure if here is the right place or i should post it elsewhere but i seem to notice some issues things with SSTU RO configs . So basically when i grab an engine and make it a cluster ignitor resources won't scale up .for example one could pick F-1 . It originally comes with 1.0  of TEATEB  and its fine  but making a cluster using SSTU's own RMB menu has no effect on TEATEB value . Doesn't  seem to affect anything but just thought I'd put it here .

    However SSTU H1/RS27 doesn't have any TEATEB at all and is NOT ignitable .

      Reveal hidden contents

    This

    dRYWaax.png

    Dug into Engine configs and SSTU RO configs and I'm confused . apparently There's a !IGNITOR_RESOURCE , *{} in SSTU_H1.cfg , It's my first time trying anything for RO so i may be well off track but i think the logic behind it was to leave IGNITOR_RESOURCE configs to RealFuels engine configs . but it's not working . However adding the lines below to SSTU_H1.cfg seems to fix it (workaround per say)

      Hide contents

     

    
    
    @PART[SSTU-SC-ENG-H1]:NEEDS[SSTU]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%engineType = H1
    	@mass = 0.988
    	@maxTemp = 1973.15
    	@MODULE[ModuleEngines*]
    	{
    		@minThrust = 1037.2
    		@maxThrust = 1037.2
    		@heatProduction = 100
    		@PROPELLANT[LiquidFuel]
    		{
    			@name = Kerosene
    			@ratio = 0.384
    		}
    		@PROPELLANT[Oxidizer]
    		{
    			@name = LqdOxygen
    			@ratio = 0.616
    		}
    		@atmosphereCurve
    		{
    			@key,0 = 0 306
    			@key,1 = 1 262
    		}
    		//!IGNITOR_RESOURCE,* {}  					Why is this here? other SSTU engine configs don't have it 
    		//ADDED THESE .DONT KNOW HOW THE LOGIC SHOULD BE BUT THIS SEEMS TO WORK 
    		%IGNITOR_RESOURCE
                {
                    name = ElectricCharge
                    amount = 0.5
                }
    
                %IGNITOR_RESOURCE
                {
                    name = TEATEB
                    amount = 1
                }
    	}
    }

     

    Also F-1B configs don't have !IGNITOR_RESOURCE lines at all .confusing:confused:

    the Ignitor resource used to be core to how restart-able engines were. Now, they are mostly just important for 'balancing'/making more realistic the restart of very restartable engines, since starting up an engine in reality sort of wastes a bit of fuel to inefficient combustion & spinning up pumps each restart.

    If you're not sure what an engine (or any part) finally looks like when it is used by the game, I suggest checking it out in your local ModuleManager.ConfigCache. If you're more curious and want to know which patches lead to that final configuration, I'll have to Grep or poke through various MM patches to find all the ones that touch that config during load. Here, the " engineType = H1 " line flags the part to have this RO patch apply the central H1 config to the part in a later MM cycle:

    https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/Engine_Configs/H1_Config.cfg

    Nobody is currently managing/updating RO configs for SSTU, but if you post any oddities you notice as an Issue on the RO Github, someone who comes in with an interest in doing that will have an easy place to look for existing bugs they could address. My general suggestion would be to check for other parts that are similar (like the Merlin, which takes multiple engine configs in RF/RO) and see if it experiences the same problem. If it does, you'd want to note that issue as well in an RO Issue. If it doesn't then "make the config for the broken part look/work more like the config for the working part" is good general advice. Regardless, I'm glad you found a quick fix that got it working for you. :)

     

     

  12. @Bornholio

    Just a hip guy, chilling between two giant nuclear rockets.

    There are at least a few nuclear rockets that already work within RO, last time I tried them. For example, Atomic Rockets has a number of engines config'd I can see in RO.

    https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/RO_SuggestedMods/AtomicAge/RO_AtomicAge_Engines.cfg

    The mod page 'says' 1.0.5, but parts mods generally aren't broken by ever KSP update, so there is no harm in giving them a shot. My interest is in more realistically modeled nuclear engines.

     

  13. On 3/10/2017 at 8:04 PM, New Horizons said:

    I have a question about the lander cans.

    LanderCabinSmall and landerCabinMedium can transport one or two kerbals, differ in weight and volume for tanks. Is it intended, that they are of the same size? I think it would be more reasonable if the smaller one would be about 1/3 less in size. 

    I'm inclined to agree. Feel free to make a PR with your suggested change to RO, or note the inconsistency as an Issue there. :)

    On 3/11/2017 at 5:49 PM, New Horizons said:

    Maybe someone can help me out with a code fragment for MM. I want to catch all parts from the MOLE-Mod and let them appear in the VAB correctly and not in the category "NON RO". What I need here is a way to call the parts name beginning with "WBI".

    @PART[WBI*]:FOR[RealismOverhaul]
    {
      %RSSROConfig
    }

    But this does nothing :-(

    I think you're pretty close, you just missed an important element.

    https://github.com/KSP-RO/RealismOverhaul/blob/33048702d67e2ceed46054a48a533db7247c73dd/GameData/RealismOverhaul/RO_RecommendedMods/Procedurals/RO_ProceduralWing.cfg#L3

    I pasted an example of how RO configs set that property. You've got to add the " = True " bit, then you should at least see your bit of MM code do something. :)

  14. Nope, I don't use any USI stuff in my RO/RP-0 install. I did just setup a test using the ModuleHeatPump parts, apologies I haven't taken pictures & useful data to share from that yet. I'll post when I have. I'm taking it slow, so this problem doesn't drive me mad again. Sadly to say, I get the same trouble. Which property would I crank up on RealFuels.radiator1 to get very overpowered cooling for LH2? I tried turning up heatTransfer but saw the same behaviour.

  15. Great mod, and I like how the way it works it appears to be immediately compatible with RSS, which is great. I am testing this mod in my 1.2.2 RSS/RO/RP-0 testing environment, and I was seeing unexpected behaviour with eccentric orbits around Earth.

    I'll use this post to make sure we're on the same page, and that I'm on the right one. First off, I want to make sure I'm looking at the right code, that is being used by the KSP 1.2.2 version that was shared via DropBox. Is this it?
    https://github.com/Whitecat106/OrbitalDecay/blob/master/Source/DecayManager.cs#L665

    I found that a craft with an orbit of 190 km by 10760 km was not decaying at all. I believe that is because the SMA of this orbit is 11845 km, which is greater than the 'MaxInfluence' for Earth of 6371 km * 1.5 = 9557 km. So, I bumped the orbit to 171.5 km by 5984 km so that the SMA was below 9557 km, and the eccentricity here is 0.308 for reference. This gave me an 'Equivalent Altitude of 615 km (calculated by the equation for Eccentricity > 0.085). The thing I currently find the most disturbing is that eccentricity appears to stay constant, which will be particularly untrue for eccentric orbits.

    Anyway, most of this is to make sure I'm on the right page. In checking my basic mental logic, I saw this page: http://www.lizard-tail.com/isana/lab/orbital_decay/ which links to a paper that uses similar equations to yours, and also notes at the end that (for eccentric orbits) "The apogee height is decreased whilst the perigee height is little affected until the orbit becomes close to circular."

  16. I'll have to check the tank type, try that again. I thought I changed it, but I may have gone to BalloonCryo, which perhaps isn't as good. If you find and share the setting you changed that you know worked, i'd appreciate it. :)

    We could/should start (or find a pre-existing) threat for complex RSS/RF automation like kOS or KRPC. IIIRC, I used "time to apo" as an input for my final orbital insertion program, but I had to do something clever so that it turned into a negative number when I was past AP, rather than a very large number. I think I used the orbital period, like: usefulAP = timeToAP -  orbitalPeriod when timeToAP was greater than 1000 seconds or something. I know @Agathorn and @BevoLJ have strong kOS/KRPC automation skills.

  17. Amazing to see you carry through this Journey for so many months! I remember seeing the MEM while @TiktaalikDreaming was initially creating it. I wanted to make the RO configs for it, but then got busy, and I'm really happy to see that someone else did a pretty good job of it. I wasn't able to find an RO craft file of it, but I assembled it today and landed it a few times in Hellas, because I like easy mode. :P

    I tried making the triple S-II TMI Journey type craft a few times in the past, but I always get heavy boiloff and abandoned the task. Now I'm mostly working on adding and configuring enough components to carry out a late 70s or 80s Mars Direct style mission.

    Keep it up, @Nittany Tiger, your journey is an inspiration for us Mars lovers. :)

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