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[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)


pap1723

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Ah ha!
Copying the PhysicsModifier.cfg from RealSolarSystems seems to have done the trick. Redid the test and the heatshield survived with 182/200 ablator units remaining, seems reasonable for LEO reentry compared to the 141/200 in the full sized RSS. Should be good to go for reentry from the Moon and other aerocapture maneuvers now.

Here are the settings in the PhysicsModifier.cfg

// Borrowed from Realism Overhaul.
@PHYSICSGLOBALS:FIRST // done on first so anything else will override this.
{
    // AeroFX
    @aeroFXDensityScalar1 = 0.00004
    @aeroFXDensityExponent1 = 0.7
    @aeroFXDensityScalar2 = 0.0036
    @aeroFXDensityExponent2 = 2
    @aeroFXStartThermalFX = 2.5
    @aeroFXFullThermalFX = 3.5
    @aeroFXVelocityExponent = 4.0
    
    // CONVECTION
    // Convection areas
    @fullConvectionAreaMin = 0.1
    @fullToCrossSectionLerpStart = 0.8
    @fullToCrossSectionLerpEnd = 1.5
    
    // Newtonian Convection
    @newtonianTemperatureFactor = 1
    @newtonianConvectionFactorBase = 4.0 // approx real number here.
    @newtonianConvectionFactorTotal = 1.5873 // was 1.0, but 1.0.5 has a .63x factor internally.
    @newtonianDensityExponent = 0.5
    @newtonianVelocityExponent = 1.0
    
    // Newtonian-To-Hypersonic transition
    @newtonianMachTempLerpStartMach = 2.0
    @newtonianMachTempLerpEndMach = 4.0
    @newtonianMachTempLerpExponent = 3
    
    // Hypersonic Convection
    @machConvectionDensityExponent = 0.5
    @machConvectionVelocityExponent = 3.0
    @machConvectionFactor = 2.0
    @machTemperatureScalar = 7.5 // ~6000 at 7.3km/sec
    @machTemperatureVelocityExponent = 0.75
    
    // Turbulent convection (total guesses)
    @turbulentConvectionStart = 100
    @turbulentConvectionEnd = 400
    @turbulentConvectionMult = 25
}
 

Edited by DocRockwell
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Thanks @DocRockwell!

I will be updating this Soon™!

Here is my question for anyone that plays with HalfRSS...

The next update will be save breaking. It will remove the planetary bodies of Eris and Makemake since everything about them (except for their orbits) is made up. I don't like that and do not want to continue that support.

Should I wait for a full KSP Version 1.3 release before updating?

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@pap1723 you might also want to play with the pyrolysisLossFactor for heat shields to get reentry dialed in. Here's a thread with some info the thermal physics.

 

Is KSP 1.3 coming out soon, and will it be save game compatible? If it's due soon and everyone's going to start a new career anyway, might as well wait to remove those planets.

 

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  • 2 weeks later...

there seems to be an issue with scatter and the visual configs. As I near space things start turning black, reach about 90 km and this happens until I'm about 120-150 km up 

EE4A726220C6337E64A9E1DC8F754ED9EE76E3F7

 

You should be able to see Japan, or at least the island that the rocket was launched from, but for some reason it doesnt show.

Edited by Sovek
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On 5/1/2017 at 0:12 PM, pap1723 said:

Thanks @DocRockwell!

I will be updating this Soon™!

Here is my question for anyone that plays with HalfRSS...

The next update will be save breaking. It will remove the planetary bodies of Eris and Makemake since everything about them (except for their orbits) is made up. I don't like that and do not want to continue that support.

Should I wait for a full KSP Version 1.3 release before updating?

I think you should do that as soon as possible. That way when 1.3 does hit, the only thing you have to wait on is dependencies to update. Unless it's not hard to remove things, (not too versed on how to make solar systems) then you can wait. 

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  • 1 month later...

KSP 1.3 was released May 25, 2017, I'm wondering how much longer HalfRSS new release? I have tried to run it on 1.3 by updating Kopernicus, ModuleManager and ModularFlightIntegrator to the latest, but it did not load all planets.  Is there something else to get running?

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  • 9 months later...
  • 5 months later...
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