Vas Posted October 31, 2018 Share Posted October 31, 2018 I didn't quite see if there was an official post here about if Realism Overhaul intends to ever update past 1.3. I don't intend to downgrade my game to play this after all, and I just installed RSS today for the first time to try it out but a friend told me that RO will not work past 1.3 at all. If you have intentions of updating, or even have no intention of updating, could you add that to the primary post here so that people don't need to find the reply among-st all the many many pages of replies to the thread? I understand its a really big mod after all and updating may be hard, I just wish to know if its intended at some point, in progress, or not planned. Quote Link to comment Share on other sites More sharing options...
AVaughan Posted November 1, 2018 Share Posted November 1, 2018 (edited) @Vas RO depends on FAR (amongst other things), and as far as I know there isn't a release of FAR for 1.4.x yet. There may be other similar outdated dependencies (I haven't checked lately) but there is not much point in the RO developers trying to make a release that normal users can't install because the dependencies aren't ready. Edited November 1, 2018 by AVaughan Quote Link to comment Share on other sites More sharing options...
Guest Posted November 1, 2018 Share Posted November 1, 2018 (edited) anyone find a fix for the 100kg extra per crew per part attached to a crewed pod?? i Its become a "biggie" issue as I have a current obsession with very early single engine supersonic jets in rp0 and trying to find my design error i finally rebuilt from the ground up noting CoM/CoL, FAR data, notes i had made reading insanely complex papers online. Anyways part of it was noting weight of every part/fuel/life support and I was dumb founded the mass shrank from my original aprox 5050kg to aprox 1450kg. I figured "I MUST TEST THIS!!" and added a pilot and my heart sank it jumped to aprox 3250kg, add a 2nd crew and bang its aprox 5050kg. This more than doubles my weight with just 1 crew... if the mass was right this little jet might really push some serious altitude. TLDR: why are kerbals adding aprox 1800kg each? they weigh more than a 17m long supersonic jet? Even the fittest (or fattest) person that would reasonable be an astro/cosmo-naut might weigh 90 to 110kg (198LBS to 242LBS) so its like i'm carrying 18 people instead of one. HUMM thats like 36 people... i built a 1/3 sized concorde! Edited November 1, 2018 by Guest mass mistake Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 1, 2018 Share Posted November 1, 2018 23 minutes ago, Aazard said: anyone find a fix for the 100kg extra per crew per part attached to a crewed pod?? i Its become a "biggie" issue as I have a current obsession with very early single engine supersonic jets in rp0 and trying to find my design error i finally rebuilt from the ground up noting CoM/CoL, FAR data, notes i had made reading insanely complex papers online. Anyways part of it was noting weight of every part/fuel/life support and I was dumb founded the mass shrank from my original aprox 5050kg to aprox 1450kg. I figured "I MUST TEST THIS!!" and added a pilot and my heart sank it jumped to aprox 3250kg, add a 2nd crew and bang its aprox 5050kg. This more than doubles my weight with just 1 crew... if the mass was right this little jet might really push some serious altitude. TLDR: why are kerbals adding aprox 1800kg each? they weigh more than a 17m long supersonic jet? Even the fittest (or fattest) person that would reasonable be an astro/cosmo-naut might weigh 90 to 110kg (198LBS to 242LBS) so its like i'm carrying 18 people instead of one. HUMM thats like 36 people... i built a 1/3 sized concorde! The reason the mass per crew is so high is because of the EVA suit mass. Suits are heavy. As to the per part issue, it's supposed to be an editor only issue that doesn't affect the in-flight mass. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 1, 2018 Share Posted November 1, 2018 @Starwaster Thanks for the reply, so the issue is only in editor, not in flight? does it effect mass readouts in KER or Mechjeb while in flight? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 1, 2018 Share Posted November 1, 2018 (edited) 54 minutes ago, Aazard said: @Starwaster Thanks for the reply, so the issue is only in editor, not in flight? does it effect mass readouts in KER or Mechjeb while in flight? I don't think so but.... I don't really remember. I have my crew mass overridden because there was a time, pre-1.3.1, that it did. (though I was told by Squad that was impossible) I keep forgetting to change my crew mass back so I'm not sure how it's affecting 1.3.1 Edited November 1, 2018 by Starwaster Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted November 1, 2018 Share Posted November 1, 2018 (edited) On 10/28/2018 at 3:16 PM, hypervelocity said: thank you @TranceaddicT & @RoboRay!!! will try it out! EDIT: ok, this is rather strange. I edited the save file's VESSEL{} entry but it didn't work I first tried the following (my addition is the @MODULE[ModuleCommand] entry at the bottom): <snip> And then, as it did not work, tried just simply adding "minimumCrew = 0" under MODULE {name=ModuleCommand} and left it as follows: <snip> None of these updates worked - any ideas? From what I see, just adding 'minimumCrew = 0' should work; so, something else is preventing control. First guess is you don't have sufficient EC -OR- you are out of antenna range. Again, just guessing here because I don't do RO .. yet. Can you provide a copy of the entire VESSEL on GoogleDrive or DropBox? Since we're being cheaty about it, you can edit the SMA value directly, use the ingame cheat to change the orbit, or use HyperEdit to bring it in close. Or be daring, launch a recovery mission. Guess I need to read further before responding. Edited November 1, 2018 by TranceaddicT Quote Link to comment Share on other sites More sharing options...
Bornholio Posted November 2, 2018 Share Posted November 2, 2018 On 10/31/2018 at 6:48 PM, Vas said: I didn't quite see if there was an official post here about if Realism Overhaul intends to ever update past 1.3. I don't intend to downgrade my game to play this after all, and I just installed RSS today for the first time to try it out but a friend told me that RO will not work past 1.3 at all. If you have intentions of updating, or even have no intention of updating, could you add that to the primary post here so that people don't need to find the reply among-st all the many many pages of replies to the thread? I understand its a really big mod after all and updating may be hard, I just wish to know if its intended at some point, in progress, or not planned. There are compiles for 1.4.x of everything needed, and most of 1.5.1 Quote Link to comment Share on other sites More sharing options...
raidernick Posted November 2, 2018 Share Posted November 2, 2018 (edited) On 10/31/2018 at 7:48 PM, Vas said: I didn't quite see if there was an official post here about if Realism Overhaul intends to ever update past 1.3. I don't intend to downgrade my game to play this after all, and I just installed RSS today for the first time to try it out but a friend told me that RO will not work past 1.3 at all. If you have intentions of updating, or even have no intention of updating, could you add that to the primary post here so that people don't need to find the reply among-st all the many many pages of replies to the thread? I understand its a really big mod after all and updating may be hard, I just wish to know if its intended at some point, in progress, or not planned. As I've posted many many many times before here, I am NOT UPDATING RO until there is an OFFICIAL far release, not some random recompile, not some random fork by some random person. Either ferram needs to update it or someone with direct permission from him needs to start their own thread, make their own fork and redirect all of the relevant sources on ckan to the new fork. Until that happens RO is not going to be updated to anything past 1.3.1. Though I would like to point out, the RO.dll has only 2 classes in it, both classes are related to the command pod com mover for skip reentries. This is not needed for RO to function so you don't even need the dll to use ro it should be compatible with any ksp version. Also, the 1.3.1 dll could possibly work just fine in 1.4.x or 1.5.x seeing as how nothing related to the game code has changed that would affect what's in it. So in short no we aren't putting that RO won't be updated in the OP as that's not true. Edited November 2, 2018 by raidernick Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 2, 2018 Share Posted November 2, 2018 50 minutes ago, raidernick said: As I've posted many many many times before here, I am NOT UPDATING RO until there is an OFFICIAL far release, not some random recompile, not some random fork by some random person. Either ferram needs to update it or someone with direct permission from him needs to start their own thread, make their own fork and redirect all of the relevant sources on ckan to the new fork. Until that happens RO is not going to be updated to anything past 1.3.1. Soooooooo..... Soon then? Quote Link to comment Share on other sites More sharing options...
raidernick Posted November 2, 2018 Share Posted November 2, 2018 5 minutes ago, Starwaster said: Soooooooo..... Soon then? yep today definitely Quote Link to comment Share on other sites More sharing options...
juanml82 Posted November 3, 2018 Share Posted November 3, 2018 4 hours ago, raidernick said: As I've posted many many many times before here, I am NOT UPDATING RO until there is an OFFICIAL far release, not some random recompile, not some random fork by some random person. Either ferram needs to update it or someone with direct permission from him needs to start their own thread, make their own fork and redirect all of the relevant sources on ckan to the new fork. Until that happens RO is not going to be updated to anything past 1.3.1. Though I would like to point out, the RO.dll has only 2 classes in it, both classes are related to the command pod com mover for skip reentries. This is not needed for RO to function so you don't even need the dll to use ro it should be compatible with any ksp version. Also, the 1.3.1 dll could possibly work just fine in 1.4.x or 1.5.x seeing as how nothing related to the game code has changed that would affect what's in it. So in short no we aren't putting that RO won't be updated in the OP as that's not true. But apparently, there won't be any OFFICIAL far release in the future, only random forks by random people. So... that means RO is stuck in 1.3.1 for good. Quote Link to comment Share on other sites More sharing options...
raidernick Posted November 3, 2018 Share Posted November 3, 2018 6 hours ago, juanml82 said: But apparently, there won't be any OFFICIAL far release in the future, only random forks by random people. So... that means RO is stuck in 1.3.1 for good. I guess you didn't bother reading what I wrote at all beyond the first sentence then. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 3, 2018 Share Posted November 3, 2018 You guys, you know that Realism Overhaul consists mostly of configs and a number of third party plugins. For KSP 1.4.5 everything but FAR is updated so just install the individual components separately minus FAR (or with FAR if you feel like trying one of the unofficial compiles). It *IS* doable, you'll just have to do without CKAN if you were hoping for an automated RO install. It might suck but it's doable. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 3, 2018 Share Posted November 3, 2018 (edited) Edited November 3, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
TheRealClangLord Posted November 4, 2018 Share Posted November 4, 2018 Instead of using Tac Life support.Can I use Kerbalism Quote Link to comment Share on other sites More sharing options...
Xd the great Posted November 4, 2018 Share Posted November 4, 2018 17 hours ago, dundun92 said: Yay, does this count towards a proper update of FAR? Quote Link to comment Share on other sites More sharing options...
raidernick Posted November 4, 2018 Share Posted November 4, 2018 5 hours ago, TheRealClangLord said: Instead of using Tac Life support.Can I use Kerbalism no Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 4, 2018 Share Posted November 4, 2018 9 hours ago, Xd the great said: Yay, does this count towards a proper update of FAR? No. Quote Link to comment Share on other sites More sharing options...
raidernick Posted November 5, 2018 Share Posted November 5, 2018 3 hours ago, Starwaster said: No. it might, looking through some things on the git, it has a proper ckan release so we may do a RO release for it, currently having a discussion about it on the git. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 5, 2018 Share Posted November 5, 2018 9 minutes ago, raidernick said: it might, looking through some things on the git, it has a proper ckan release so we may do a RO release for it, currently having a discussion about it on the git. Indeed Quote Link to comment Share on other sites More sharing options...
Vas Posted November 5, 2018 Share Posted November 5, 2018 On 11/2/2018 at 4:55 PM, raidernick said: So in short no we aren't putting that RO won't be updated in the OP as that's not true. Well, you could put in the OP that "We can't update RO until (linkmod) has been updated, please be patient with us while we wait for them to update their mod." It would help eliminate some of the questions after all. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 5, 2018 Share Posted November 5, 2018 1 hour ago, Vas said: Well, you could put in the OP that "We can't update RO until (linkmod) has been updated, please be patient with us while we wait for them to update their mod." It would help eliminate some of the questions after all. It really wouldn't. Quote Link to comment Share on other sites More sharing options...
Vas Posted November 5, 2018 Share Posted November 5, 2018 15 minutes ago, Starwaster said: It really wouldn't. If I had seen that in the OP, I wouldn't have posted/asked. I just wanted to find out what the delay was and I didn't see anything in the OP suggesting why it wasn't updated yet. I didn't want to post to ask, but I also didn't want to go through 30+ pages of comments to find if it was already answered. Quote Link to comment Share on other sites More sharing options...
strudo76 Posted November 19, 2018 Share Posted November 19, 2018 Hey there I'm putting together a bit of a frankenstein RO install, just adding bits and pieces, but I think I have found a couple of errors in the GameData\RealismOverhaul\RO_SuggestedMods\Squad\RO_Squad_Utility.cfg related to changes to the FuelCell part, when comparing to the FuelCellArray part From FuelCell part @MODULE[ModuleResourceConverter]:NEEDS[!TacLifeSupport] { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 0.95 AutoShutdown = False GeneratesHeat = False UseSpecialistBonus = False INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.0001010385 } From FuelCellArray part @MODULE[ModuleResourceConverter]:NEEDS[!TacLifeSupport] { @name = ModuleResourceConverter @ConverterName = Fuel Cell @StartActionName = Start Fuel Cell @StopActionName = Stop Fuel Cell @ToggleActionName = Toggle Fuel Cell @FillAmount = 0.95 @AutoShutdown = False @GeneratesHeat = False @UseSpecialistBonus = False !INPUT_RESOURCE,* {} !OUTPUT_RESOURCE,* {} INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.000606231 } As you can see, the FuelCell is missing the @ symbol for the module elements, which creates duplicate entries in the part. It is also missing the two ! lines to remove the existing input and output resources. Unless this is the intended function of those two parts, but the duplicated values makes me feel it's not supposed to be like that. Thanks Simon Quote Link to comment Share on other sites More sharing options...
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