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[1.12] KSP-RO - Realism Overhaul [16 May 2022]


Theysen

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  On 8/1/2020 at 3:51 PM, Joe.L said:

it now works thanks.

 

However I have a new issue, is there any way of disabling the unthrottleable engines aspect of this mod, I am trying to do a realistic historical campaign however, the Vostok space craft I have created is completely out of control, I get to an AP of 80km+ within a matter of seconds and I speed away from the ground, almost as if time is sped up.

 

I have tried to limit the thruster down to practically zero but this has done nothing to help it.

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What is your TWR? You should either use a less powerful engine, or add more fuel.

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Alright, I've recently installed Realism Overhaul for my KSP. I've got all the mods needed and some of the recommended ones to. There all for 1.8.1, everything works. But, there is a terrain glitch or something that seems to make me spawn in a hole or something. I would really appreciate it if someone could help me solve this issue. Thanks.

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It seems RO config override all parameters of atmosphere heat reentry effect. How can I totally disable heat? I try to reduce via menu. Delete real heat folder. Nothing happened. There is some hidden cfg that override all heat settings

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  On 8/9/2020 at 6:59 PM, Ciko said:

It seems RO config override all parameters of atmosphere heat reentry effect. How can I totally disable heat? I try to reduce via menu. Delete real heat folder. Nothing happened. There is some hidden cfg that override all heat settings

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I don't know how to disable temperature effects in KSP (removing RealHeat mod's folder won't do it, it has nothing to do with it), but I do know how to manage re-entry flight profiles and re-entry heating in rockets, capsules and spaceplanes under Realism Overhaul. If you'd like some pointers, I encourage you to post images and stats of your craft and the different flight situations per your flight profile that's causing your vehicle to disintegrate at re-entry.

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  On 8/10/2020 at 6:38 PM, hypervelocity said:

I don't know how to disable temperature effects in KSP (removing RealHeat mod's folder won't do it, it has nothing to do with it), but I do know how to manage re-entry flight profiles and re-entry heating in rockets, capsules and spaceplanes under Realism Overhaul. If you'd like some pointers, I encourage you to post images and stats of your craft and the different flight situations per your flight profile that's causing your vehicle to disintegrate at re-entry.

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  On 8/9/2020 at 6:59 PM, Ciko said:

It seems RO config override all parameters of atmosphere heat reentry effect. How can I totally disable heat? I try to reduce via menu. Delete real heat folder. Nothing happened. There is some hidden cfg that override all heat settings

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Ctrl+Alt+F12 will bring up the debug menu.

Go to 'Cheats'.

The fourth checkbox down (IIRC) is 'Ignore Max Temps'.

Tick that off and exit out.

Profit.

 

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Hi all,

TLDR  up front: Has anyone made any config files for the plasma thrusters from Near Future Propulsion, like the Charon model? 

 

I am switching from the ignorant bliss of SMURFF +RSS to a KSP build based around RO and Principia. I am keeping the parts pack mods I like (Firespitter, Near Future suite, Cryo engines, Kerbal Atomics, Extraplanetary Launchpads, etc). I am however not using Interstellar Extended for the moment. Therefore the Community Tech Tree in my career game is largely unmoved when we get to electric engines, Probes before Crew or not. 

The HERMes 12.5 kW Hall thruster, and other electrostatic ion engines have nice configs in RO to showcase their realistic TWRs of .001- .003 give or take. However, it is not until two tech nodes later, at Specialized Plasma Propulsion costing 4000 science that Ad Astra's VASIMR engines appear. Soooo.. I could take the time to try to write configs for myself or move the VASIMR engines forward in the tech tree. I could also just use the non RO MPDT engine like Charon and throttle it waaaay down below its ridiculous 47,300 N of thrust. The Charon model seems to be done after Princeton's test unit, and there are no MPDT's based on Japan's 1996 Space Flyer EPEX experiment. From https://en.wikipedia.org/wiki/Magnetoplasmadynamic_thruster, 200 Newtons is a reasonable expectation for the size of lithium thrusters that are currently being tested. 

I find MPDTs very intriguing and perhaps could be the engine of choice for interplanetary tugs and more. So if anyone who is experience at making config files would like to help me in this endeavour, let me know!  I'm going to post this in Near Future Tech's forum as well. I look forward to hearing what people have to say. 

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  On 8/15/2020 at 4:36 PM, Ciko said:

Why RSS DateTime Formatter shows "1951-365" year-day_of_year instead of "1951-12-31" ?

Can anyone have a solution?

KSP 1.10.1

 

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Use it on versions of KSP that it supports maybe? Seriously it says right in the release what KSP version it's for and none of the RO/RSS mods are updated for 1.10...

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  On 8/23/2020 at 9:30 PM, epicfailure2020 said:

so does anyone know what mods can make this the most realistic?

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The OP is a good start.  It all depends on what "realism" you are looking for.

  On 8/23/2020 at 9:30 PM, epicfailure2020 said:

also is it bad that I have 136 mods installed according to AVC

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At 239 mod, I can confirm it is not.

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  On 8/23/2020 at 9:45 PM, TranceaddicT said:

The OP is a good start.  It all depends on what "realism" you are looking for.

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real realism. like as if it was actually in real life. i have seen mods that would fix problems listed in the OP like the reaction wheel momentum dumping but i don't know if it would work well with rss and ro

Edited by epicfailure2020
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whenever i load a save game with these mods it crashes. are any of these incompatible?

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is there a better place i could ask this?

Edited by epicfailure2020
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  On 8/24/2020 at 5:15 PM, epicfailure2020 said:

whenever i load a save game with these mods it crashes. are any of these incompatible?

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is there a better place i could ask this?

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My advice is what I do:

(1) don't delete this one but create a new install

(2) assuming CKAN, tick RO ... ONLY

(3) apply changes

(4) tick whatever recommends and suggests you want.

(5) Apply and let CKAN do it's thing.

(6) Launch.

After that, you can add what you want two-by-two running each time until failure or you have what you want.

If you run into a roadblock after this, follow the instructions in my sig.

 

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Hello, I'm using RSS/RO and find that it rescales the command pod in stock ksp. That's fine, but it does not change the position of the attach nodes. 

For example, the mk1 pod is changed to 2m, so the bottom node is too high and the top node is too low.

Is there a way to make it right, or I have to change the cfg one by one?

Edited by Kepler452b
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  On 8/28/2020 at 9:59 AM, Kepler452b said:

Hello, I'm using RSS/RO and find that it rescales the command pod in stock ksp. That's fine, but it does not change the position of the attach nodes. 

For example, the mk1 pod is changed to 2m, so the bottom node is too high and the top node is too low.

Is there a way to make it right, or I have to change the cfg one by one?

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that sounds weird, like a corrupt installation - can you share a screenshot of how your capsule looks like?

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  • 2 weeks later...

Hello, so I just installed RSS/RO/RP-1 and it keeps crashing whenever I try to launch a vehicle.

Logs

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Thanks

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