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[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]


Raptor831

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I've updated the download with the terrain edits I've been working on, and I've added some helper configs to adjust antenna ranges for RT2, if installed, and add RSS class heatshields to a few non-stock shields. You should get the RSS heatshields if you haven't already, unless you really like hard mode. :)

Also, I've put this up on GitHub, so anyone who wants to contribute or comment is free to do so. Repository link is in the OP, along with the latest release.

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Ah, that would explain some of the recent incinerations i've innovated. :D

Thanks for the work as always, i'm really enjoying the pack.

The RSS-level heatshields are bit much for this config, but having more than you need when it comes to heat protection is the best way to go. :wink:

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The RSS-level heatshields are bit much for this config, but having more than you need when it comes to heat protection is the best way to go. :wink:

True enough! Is there any 'rule' used when modifying DRE configs like that? The few i've rolled for myself have been mostly trial+error.

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This is an awesome mod/config! I'm glad to see it's up-to-date for KSP 0.24.2!

I've decided to scrap my current Career Mode playthrough (not many people seemed to be watching it anyways- and now that I've figured out how to capture video streams, I'd like to take videos from Day 1 of my space program...) and start a new one with this config. A 6.4x scaling works PERFECTLY for more realistic scaling without having to re-size all my parts, since the stock parts are of course currently at about 64% the scale of real-world analogues (of course, a 6.4x scale isn't *quite* the same as 64% scaling: the stock Kerbol system is actually closer to 1/11th of real world scale if you use Kerbin:Earth ratio, not 1/10th...)

As for SSTO's, no they shouldn't be possible while running this mod with Advanced Jet Engines (another reason I don't want to use 100% RSS scale- it really needs RealismOverhaul to work properly, and Advanced Jet Engines is an utterly broken mod IMHO...) That silly mod decides to balance everything to 1960's/1970's levels of jet technology, instead of cutting-edge 21st-century tech you would realistically expect to see in a spaceplane. Somebody on that thread challenged me to create a set of configs for 21st-century jet engines for that mod if I really am bothered that much- but I don't have the time to go creating alternate configs for a mod just for it to be playable for me in the first place... (I'm too busy IRL- as I have little prior knowledge, and would have to teach myself how to create the configs as I went...)

Tangent aside though- creating a reasonable SSTO with 64% scale early 1970's-era technology simply should not be possible on a 64% scale version of Earth... We still haven't managed to create any reasonable SSTO's with 21st-century technology here on Earth, so I don't see how it could be feasible with 1970's tech...

Regards,

Northstar

EDIT: Major oversight on my part. I forgot that while all the stock jet engines (except the RAPIER) and new engines introduced by AJE are balanced vs. 1970's tech in AJE, the RAPIER, SABRE, and *some* B9 engine are balanced vs. their real-life 21st-century counterparts. So it *should* theoretically be possible to build a reasonable SSTO spaceplane if you use these engines- although I would recommend using at at least a half-dozen disposable drop-tanks for the initial climb on a spaceplane...

Edited by Northstar1989
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@Raptor The terrain looks great. Still some funky aliasing between the shores and water but otherwise this looks absolutely beautiferous. So far I can only get a "SSTO" up to about half of orbital velocity using spaceplane+ (4500 m/s and just barely touching space). Also near future propulsion / KSPI aren't the end-all be all overpowered solutions for everything anymore :D.

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near future propulsion / KSPI aren't the end-all be all overpowered solutions for everything anymore :D.

The only reason they were ever "Overpowered" was because they were balanced vs. realistic performance for these futuristic propulsion systems (although some of the technologies in KSP Interstellar are several decades or centuries away- anything using antimatter is a case in point), whereas the actual *challenge* of getting to orbit was much easier than in real life (only 4k Delta-V to get to LKO vs. 10k in real life). The author didn't actually *change* anything abotu these mods if I'm not mistaken?

Regards,

Northstar

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Whoa, thanks for the auxiliary stuff. Been wanting it for ages!

Thanks! This config is much better if all the other mods play nicely. I'm hoping to someday get the launch sites to also be RT2 dishes, so you can launch unmanned stuff from anywhere.

@Raptor The terrain looks great. Still some funky aliasing between the shores and water but otherwise this looks absolutely beautiferous. So far I can only get a "SSTO" up to about half of orbital velocity using spaceplane+ (4500 m/s and just barely touching space). Also near future propulsion / KSPI aren't the end-all be all overpowered solutions for everything anymore :D.

I kind of like the new beaches myself. :) And again, the thing I like about this config is that you have a much harder time getting to orbit, but it's still not next-to-impossible (like reality).

The only reason they were ever "Overpowered" was because they were balanced vs. realistic performance for these futuristic propulsion systems (although some of the technologies in KSP Interstellar are several decades or centuries away- anything using antimatter is a case in point), whereas the actual *challenge* of getting to orbit was much easier than in real life (only 4k Delta-V to get to LKO vs. 10k in real life). The author didn't actually *change* anything abotu these mods if I'm not mistaken?

Regards,

Northstar

No, I haven't changed any other mods or parts with this (with the exception of the auxiliary MM configs which touch RT2 and DRE). And spot on with the rest, IMO.

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Adding ground stations for RT2 is super easy--you can directly copy the longitude and latitude from the LaunchSites when you make a new groundstation. Just remember to give it a new name and unique GUID.

Yeah, I've looked at it before. I just need to make the time to sit down and copy/paste everything I need.

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Yeah, I've looked at it before. I just need to make the time to sit down and copy/paste everything I need.

This seems to work in RemoteTech_Settings.cfg

Disclaimer i have no idea if this is the correct way to do it.

Thanks for the 6.4x system lots for fun with Real fuels and stockalike engines.


GroundStations
{
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488
Name = Mission Control
Latitude = -0.131331503391266
Longitude = -74.594841003418
Height = 75
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc482
Name = Roka Kosmodrone
Latitude = 41.7593
Longitude = 91.9
Height = 295
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc483
Name = Pleasant Valley
Latitude = -15.2151
Longitude = 101.2433
Height = 2085
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc484
Name = Iakod
Latitude = -54.8877
Longitude = 45.7251
Height = 840
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc485
Name = Olemek
Latitude = -21.1816
Longitude = -123.5356
Height = 195
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc486
Name = Orok Spaceport
Latitude = 10.4508
Longitude = -161.5649
Height = 2600
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc487
Name = Kermansburg
Latitude = 21.6431
Longitude = -110.7422
Height = 1085
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
}

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What do i set Deadly Reentry to? With it at stock settings pods seem to survive fine, but my multi part ship (a 1m command pod, with all the shielding pulled out, a one kerbal crew can, and then a 1m heat shield.) keeps blowing up. Even more oddly, what keeps happening is the heat shield and the crew can blow up really fast, then the pod survives even though it had no shielding! How do i fix this?

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I can't recommend any settings for DRE, as I havent's gotten to manned missions in x6.4 yet, but I can explain a few things about DRE in general:

Generally the more weight you want to land, the larger the diameter of heatshield you need, in order to reduce your ballistic coefficient, and thus slow down quicker in the upper parts of the atmosphere. 1m heatshield is probably too narrow for the mass you want to land. As for the crew - I'm guessing they die due to g-force overloads? If so, try reentering at a shallower angle to reduce peak g deceleration. Pod surviving the heatshield explosion is rather rare, but does happen under certain conditions (when heatshield explodes just a few seconds before achieving successful reentry, so that velocity can drop sufficiently to stop the heating before the pod overheats) and is not in itself an anomaly.

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Hm, okay, that is indeed a reasonable reentry vehicle. How exactly does your crew "blow up", ie. what does the message on the screen say?

Another possibility - perhaps this crew capsule at the bottom has some weird settings, like extremely high maxTemp in its config?

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Overheating, and it's max temp is 1700. The weird thing is the heat shield burns up first, then the pod lower pod, and the upper pod makes it somehow, so i think it's more a balance thing, the round 1 man pod from hgr also can make it if it matters.

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That's not really weird, it works like lithobraking - the bottom part of the ship can "soak in" enough of the heat to let the top part survive. The weird part is that (if I understand you correctly) your crew inside that top capsule dies, and it isn't due to g-forces, while the capsule itself survives.

As for overheating in itself, assuming that your reentry procedure is correct (ie. your initial periapsis isn't too low), then yeah, that's most likely a balancing issue. Although to be fair, 2.1 tonnes is still quite a lot for a 1m diameter heatshield, that's almost double the amount it was designed for.

The OP of the DRE thread recommends putting this in your DRE folder (these are RSS-class heatshields): https://raw.githubusercontent.com/NathanKell/RealismOverhaul/master/RealismOverhaul/RO_DeadlyReEntry.cfg

OR lowering the heat multiplier in DRE debug console. Nathankell recommends 12 for an easy mode in x10 RSS, and the Realism Overhaul default is 25, so you should probably aim for something in between these values if you decide to go down this route.

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The kerbal in the top pod is fine, and lands safely when i don't get bored first. I was going to do something like that, and asking in this thread if anyone knows the values for it .

Edit: I've now tested it with 4 heat shields stacked, the heat shields are worthless, someone please make and/or link me to configs for them.

Edited by bs1110101
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Here's the config I use, almost entirely adapted from Realism Overhaul:


@PART[mk1pod] {
@MODULE[ModuleHeatShield]
{
@direction = 0, -1, 0
@reflective = 0.05
@ablative = AblativeShielding
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 160 0 0
@key,2 = 5000 200 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 480 0 0
}
}
}
@PART[Mark1-2Pod] {
CoMOffset = 0, 0, -0.12
}
// ##########################################################################################
@PART[0625_Heatshield]
{
!MODULE[TweakScale]
{
}
@title = Heatshield (0.625m)
@mass = 0.05
@MODULE[ModuleHeatShield]
{
@direction = 0, -1, 0
@reflective = 0.05
@ablative = AblativeShielding
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 40 0 0
@key,2 = 5000 50 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 1920 0 0
}
}
}
// ##########################################################################################
@PART[1.25_Heatshield]
{
!MODULE[TweakScale]
{
}
@title = Heatshield (1.25m)
@mass = 0.08
@MODULE[ModuleHeatShield]
{
@direction = 0, -1, 0
@reflective = 0.05
@ablative = AblativeShielding
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 160 0 0
@key,2 = 5000 200 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 480 0 0
}
}
}
// ##########################################################################################
+PART[1.25_Heatshield]:Final
{
!MODULE[TweakScale]
{
}
@name = Heatshield-25M
@author = Bobcat,NK
!mesh = DELETE
MODEL
{
model = DeadlyReentry/Parts/deadlyReentry_1.25Heatshield/model
scale = 2.5, 2.5, 2.5
}
@scale = 2.5
@rescaleFactor = 1.0
@node_stack_top = 0.0, 0.06196643, 0.0, 0.0, 1.0, 0.0, 2
@node_stack_bottom = 0.0, -0.01, 0.0, 0.0, 1.0, 0.0, 2
@title = Heatshield (2.5m)
@mass = 0.10
@crashTolerance = 8
@breakingForce = 250
@breakingTorque = 250
@MODULE[ModuleHeatShield]
{
@reflective = 0.08
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 300 0 0
@key,2 = 6000 375 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 284 0 0
}
}
@RESOURCE[AblativeShielding]
{
@amount = 625
@maxAmount = 625
}
@MODULE[ModuleDecouple]
{
@ejectionForce = 40
}
}
// ##########################################################################################
@PART[2.5_Heatshield]
{
!MODULE[TweakScale]
{
}
@description = Oops. Somebody forgot to put a heat shield on the Mk 1-2 Pod. Here it is. Sturdy thermal shield to keep the fiery death on the outside of the pod. Make sure the shield points to the travel direction while re-entering, or the pod may still get heated up. Recommended for any pods re-entering atmospheres.
@mass = 0.125
@crashTolerance = 8
@breakingForce = 250
@breakingTorque = 250
@MODULE[ModuleHeatShield]
{
@reflective = 0.08
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 480 0 0
@key,2 = 6000 600 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 170 0 0
}
}
@RESOURCE[AblativeShielding]
{
@amount = 848
@maxAmount = 848
}
!MODULE[ModuleDecouple] {}
}
// ##########################################################################################
@PART[3.75_Heatshield]
{
!MODULE[TweakScale]
{
}
@title = Heatshield (3.75m)
@mass = 0.21
@MODULE[ModuleHeatShield]
{
@direction = 0, -1, 0
@reflective = 0.05
@ablative = AblativeShielding
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 1500 0 0
@key,2 = 6000 2000 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 50 0 0
}
}
}
// ##########################################################################################
@PART[6.25_Heatshield]
{
!MODULE[TweakScale]
{
}
@title = Heatshield (6.25m) - Inflatable
}
// ##########################################################################################
// ##########################################################################################
@PART[KM_iheat0]
{
@mass = 0.08
@MODULE[ModuleHeatShield]
{
@direction = 0, -1, 0
@reflective = 0.05
@ablative = AblativeShielding
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 160 0 0
@key,2 = 5000 200 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 480 0 0
}
}
@RESOURCE[AblativeShielding]
{
@amount = 250
@maxAmount = 250
}
}
@PART[KM_iheat1]
{
@mass = 0.125
@MODULE[ModuleHeatShield]
{
@reflective = 0.08
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 300 0 0
@key,2 = 6000 375 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 284 0 0
}
}
@RESOURCE[AblativeShielding]
{
@amount = 625
@maxAmount = 625
}
}
@PART[SDHI_2.5_Heatshield]
{
@mass = 0.125
@crashTolerance = 16
@MODULE[ModuleHeatShield]
{
@reflective = 0.08
@loss
{
@key,0 = 650 0 0 0
@key,1 = 2000 480 0 0
@key,2 = 6000 600 0 0
}
@dissipation
{
@key,0 = 300 0 0 0
@key,1 = 800 170 0 0
}
}
@RESOURCE[AblativeShielding]
{
@amount = 848
@maxAmount = 848
}
}

It's a bit overkill, but you can still burn up with a heavy payload or a steep descent. I haven't actually had time to test the CoM offset on the Mk1-2 pod, though.

Edited by NonWonderDog
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This seems to work in RemoteTech_Settings.cfg

Disclaimer i have no idea if this is the correct way to do it.

Thanks for the 6.4x system lots for fun with Real fuels and stockalike engines.


GroundStations
{
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488
Name = Mission Control
Latitude = -0.131331503391266
Longitude = -74.594841003418
Height = 75
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc482
Name = Roka Kosmodrone
Latitude = 41.7593
Longitude = 91.9
Height = 295
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc483
Name = Pleasant Valley
Latitude = -15.2151
Longitude = 101.2433
Height = 2085
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc484
Name = Iakod
Latitude = -54.8877
Longitude = 45.7251
Height = 840
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc485
Name = Olemek
Latitude = -21.1816
Longitude = -123.5356
Height = 195
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc486
Name = Orok Spaceport
Latitude = 10.4508
Longitude = -161.5649
Height = 2600
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
STATION
{
Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc487
Name = Kermansburg
Latitude = 21.6431
Longitude = -110.7422
Height = 1085
Body = 1
Antennas
{
ANTENNA
{
Omni = 7.5E+07
}
}
}
}

Someone beat me to it. :) I'm without proper internet for now, so I'll have to test later, but it looks good.

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Yes, but you need configs for it, and then maybe to mess with it a bit more in game. It works about as well as anything with RSS. I recommend it over anything that uses the RO configs, as there are never enough of them for all the mods you want and it doesn't look as good.

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