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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14


NathanKell

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Im having a new Problem im looking to the realism overhaus vids of Tyler Raiz and I see him building rockets based on engine gimbal steering from the beginning. I`ve not one single engine with gimbal. The engines I ve unlocked, look exactly the same as his but has another Name and no Gimbal.

Any ideas?

Durchschuss

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Im having a new Problem im looking to the realism overhaus vids of Tyler Raiz and I see him building rockets based on engine gimbal steering from the beginning. I`ve not one single engine with gimbal. The engines I ve unlocked, look exactly the same as his but has another Name and no Gimbal.

Any ideas?

Durchschuss

Get the latest http://forum.kerbalspaceprogram.com/threads/59207-0-23-Realism-Overhaul-ROv3-Modlist-for-RSS-1-10-14?p=825469&viewfull=1#post825469. There was a version which screwed up gimbaling on a lot of engines.

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Durchschuss, you're using RftSEngines, right? You need the latest Exsurgent Engineering. It's linked in the post where you can get RftSEngines. Here is the direct link: https://github.com/careo/ExsurgentEngineering/raw/rework_smartergimbal/ExsurgentEngineering/obj/Release/ExsurgentEngineering.dll

If you're using RealEngines, follow AndreyATGB's advice, above.

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@Nathan, i followed your instruction, made the folders in Game Data. Now i have a "smarter Gimbal" in my engine descriptions is how it should turn out, because i seem to have a lot of gimbal now for example on the LR16 20pitch/20yaw and 11.4 thrust ?

And have you taken a look at my post before ? Some suggestions and how about the mods can i install it or will they brake RO ?

Edited by Durchschuss
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Hey Nathan, if it's ok with you, I was thinking about overhauling the RO cfgs for antennas and RT2. I did some research, and a lot of the numbers in the game seem way off.

The info is hard to come by, but I did manage to find out that the 1.5m medium-gain dish on Magellan had a mass of 16.7kg, so I can't imagine that its 3.7m high gain antenna could be an entire order of magnitude more, yet most of the interplanetary dishes from RT2 and AIES come in at a minimum of 500kg, which seems a bit crazy.

Also, most of the dish antennas have extremely tiny cone angles, on the order of 0.0X degrees, but the Voyager probes had 0.6 degrees in the X band, and 2.3 in the S band (I realize RT2 doesn't make any accommodation for gain or frequency.)

I'd only do this if you're ok with it, and if you'd add it to RO, so let me know what you think.

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Durchschuss: 1. Yes, that's correct for that engine. It's configured to be a vernier for large (1000kN-class) boosters, so it needs massive gimbaling.

2. Sorry, to which post do you refer?

brooklyn666: Of course it's ok! RO has always been a community-based project and will doubtless continue as such! :)

If you look on the RT2 page of Calcs you can see me messing around with a revised gain-based model. See what you think. I haven't coded it yet, just played with the numbers...

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Hope Format works now :)

With or without ignitor pack?

How about adding Romfarer Lazor System, Kethane and infernal robotics? Or will they have any negative influence on the other mods.

And can you recommend a library indexer, organizer plugin to organize or find parts working with each other?

P.S: I tried to do you suggested Experiment, but I just cant find a LR32 engine, I ve installed all recommended mods for realism overhaul, youve further mods installed ?

And a second weird issue is that everytime im installing fasa the game simply kill itself on loading Screen right before going on Start Screen and where to put your fasa cfg ?

 Unity Player [version: Unity 4.2.2f1_54f0fc09defb]

KSP.exe caused an Access Violation (0xc0000005)
in module KSP.exe at 0023:00f48ebf.

Error occurred at 2014-02-28_180006.
C:\KSP_realism_overhaul\KSP.exe, run by XXXXXXXX
63% memory in use.
0 MB physical memory [2979 MB free].
0 MB paging file [4047 MB free].
0 MB user address space [80 MB free].
Write to location 00000008 caused an access violation.

Context:
EDI: 0x00000008 ESI: 0xffee6820 EAX: 0x00000008
EBX: 0xffee6918 ECX: 0xffee6820 EDX: 0xffffffff
EIP: 0x00f48ebf EBP: 0x003befb0 SegCs: 0x00000023
EFlags: 0x00210202 ESP: 0x003befb0 SegSs: 0x0000002b

Bytes at CS:EIP:
89 10 8b 49 04 89 48 04 5d c3 cc cc cc cc cc cc


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== [end of error.

log]

Edited by Durchschuss
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You should be able to add all those mods. Floating around on this or the RF thread is a config for the Kethane converter for it to create RF fuels. By eadrom, IIRC.

I don't use a part sorter/catalog, but I would assume Part Catalog works?

If the game is dying, make sure you're using Active Texture Management in aggressive mode. Sounds like memory problems.

Put the FASA.cfg in your RO folder.

LR32 is the RftS version of the AIES MODC engine.

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If the game is dying, make sure you're using Active Texture Management in aggressive mode. Sounds like memory problems.

Put the FASA.cfg in your RO folder.

Hm my PC Rack should be easily capable of doing the load KSP generate. Or is it the 32bit personal adress ram wich is killing the program. Are you using the Texture Management ?

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@ Nathan. Thank you very much. One last question. Now with FASA installed the Realistic Progression LITE Tree seem to be a bit easy to brake isn`t it ? For example there are 2 fasa pods and at least 7 fasa engines available from beginning (unlocking the 0 science points starting technologies). Is that wanted like that or is something wrong with my install ?

Edited by Durchschuss
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Hey Nathan, I looked at your calc spreadsheet for RT2 and I think I'm gonna go with something more simple. For now, I'm just going to rescale the masses, ranges, energy consumption, and beamwidths. Before I do any of that, I want to figure out how you reworked electricity. The stock system has the antennas using "energy" in some mysterious units called "charges" but I don't know if this means actual energy, or power, since there are no time units. I'm assuming you defined the battery capacity as amp-hours, but are the solar panels and rtgs in watts, or kwh? I just want to keep everything consistent across the board. Also, I'm thinking I'm going to make the antennas require very little energy/power when on but not actively transmitting science, because science costs power/energy to tramsit? The RT antenna cfgs all have

TRANSMITTER
{
PacketInterval = 0.3
PacketSize = 2
PacketResourceCost = 15.0
}

but I don't know what those 3 things define. Is that related to something we can call bit rate? Or the in-game unit of "mits"?

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Having an issue while using all the mods in the Realism Overhaul and reaching for the stars engines. My engines seem too be too powerful, some of the early engines like the B7 have no throttle adjustments, while I realize is probably due to them being primitive, my twr in mj and engineer shows 4.44 and it shows cause when you try to launch with far and deadly reentry parts of your craft will burn off. With all the mods in the list its hard to say where the problem lies. Any ideas? I do realize since I haven't played this much in this config, it could be normal but that doesn't seem right. I'm using kerosene and oxide btw.

Thanks,

dars

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Having an issue while using all the mods in the Realism Overhaul and reaching for the stars engines. My engines seem too be too powerful, some of the early engines like the B7 have no throttle adjustments, while I realize is probably due to them being primitive, my twr in mj and engineer shows 4.44 and it shows cause when you try to launch with far and deadly reentry parts of your craft will burn off. With all the mods in the list its hard to say where the problem lies. Any ideas? I do realize since I haven't played this much in this config, it could be normal but that doesn't seem right. I'm using kerosene and oxide btw.

Thanks,

dars

Just bring more fuel / payload than you actually need. XD

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Hello. This is a great project, thank you NathanKell and all over who participated in creating and developing. Always want something like what from KSP.

Q: Engine nodes are *inside* the engines! Or: nodes appear far above/below the engine.

A: This happens when you've installed a different engine config and not deleted your old one. If not using SFJackBauer's RealEngines, delete the folder GameData/SFJBRealEngines. If not usings RftSEngines, delete any RftSEngines.cfg anywhere in GameData. If not using stockalike engine configs (and why would you, with RO?) delete any MFSEngines.cfg or StockEngines.cfg anywhere in GameData. That will fix the issue.

I have some problems with nodes on some KW and AIES engines. Read this small FAQ and check my KSP GameData directory, nothing from the answer above was find by me. Any suggestions? Have only couple of plugin mods and parts installed, especially from the list of RO compatible mods.

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brooklyn666: RO uses 1EC/sec = 1kW, so 1EC = 1kJ. The power consumption of an antenna is in EC/sec. The power consumption of an antenna transmitting data appears to be something like EC used = (data_size * (PacketResourceCost / PacketSize)).

Since data transmission happens only in career, not sandbox, and since an active RT antenna represents the constant flow of status updates (perhaps including live video feed!) and command & control back-and-forth, I would recommend using at least a reasonable amount for these antennae even when not transmitting. IMO something reasonable would be maybe a watt for a Sputnik-class antenna (LEO), up to maybe 10 watts for GEO, and 100 for HEO/selenocentric.

darshiki: welcome to real life performance. :) (Note: you'll need it when you need 9-10km/sec to reach LEO!) Basically, you need to get used to much less engine than is normal for KSP. Also, it's not just that some engines are primitive; in real life very, *very* few rocket engines are throttleable. RftS is actually a bit liberal with that (many engines become at least partially throttleable at high tech levels).

Heinrich Schmied: thanks! Regarding the engines, can you post a screenshot?

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brooklyn666: RO uses 1EC/sec = 1kW, so 1EC = 1kJ. The power consumption of an antenna is in EC/sec. The power consumption of an antenna transmitting data appears to be something like EC used = (data_size * (PacketResourceCost / PacketSize)).

Since data transmission happens only in career, not sandbox, and since an active RT antenna represents the constant flow of status updates (perhaps including live video feed!) and command & control back-and-forth, I would recommend using at least a reasonable amount for these antennae even when not transmitting. IMO something reasonable would be maybe a watt for a Sputnik-class antenna (LEO), up to maybe 10 watts for GEO, and 100 for HEO/selenocentric.

so just to make sure I have this right, the RT2 antenna with the highest energy consumption is the Reflektron GX-128, which uses 0.28 charges/second. This translates into 280 watts, correct? That seems way high, considering the Voyagers are transmitting on 23 watts...

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They are, yes, but KSP has no easy of simulating varying bit rates. The reason Voyager can transmit at only 23W is that there's a honking huge very high gain dish pointed at it and even then the bit rate at this distance is atrocious. Voyager to Voyager at reasonable bit rate.... the max distance before path losses won would not be very long.

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Regarding the engines, can you post a screenshot?

Yep, here is the screnshots. I found six engines with wrong nodes from KW and AIES parts.

This is engines from AIES parts pack:

cws2.png

From left to right: J-2X, RL10B-2, Aestus (names from RealEngines of course)

From KW Rocketry parts pack:

4aee.png

RD-107, RL10A-3, AJ10-118K.

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They are, yes, but KSP has no easy of simulating varying bit rates. The reason Voyager can transmit at only 23W is that there's a honking huge very high gain dish pointed at it and even then the bit rate at this distance is atrocious. Voyager to Voyager at reasonable bit rate.... the max distance before path losses won would not be very long.

Yea, but I can't simulate gain, so the best I can do is assume the dishes of that size have similar properties to their real life counterparts, and try and tweak the PacketSize, PacketInterval, and PacketResourceCost to simlulate bitrate, although it will be fixed at that rate for all distances. Obviously 23 watts is too low, but I can't make it so high that you need 500^2m of solar panels or 10 rtgs just to power the dish. I'm still working out the power consumption, but everything else has mostly been settled.

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