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


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  On 1/22/2021 at 12:21 PM, Russekof71 said:

Hello, I wanted to know if the Restock and Restock+ mod add a lot of interesting part for RSS / RO?

And I have a problem on my ROtank mod, the tanks have no texture.

https://imgur.com/a/iyxafnw

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You probably didn't use ckan to install ROTank, it has dependencies like most mods in the RSSRO suite module manager, ROLib, Textures Unlimited, RealFuels.

Ckan does a good job, i only installed manually KopernicusBE (and Principia).

Plus, on your screenshot i can see two modulemanager*.dll and two Custom_Far*.cfg ...

Clean this mess and RSSRO will work like a charm ! (no crash no bug for me, ksp 1.10, only 48 directories in gamedata, etc)

For additional parts i use a lot these mods : procedural part and procedural fairing, and you can find a list of mods that are compatible with RSSRO by looking on ckan RO mod infos. (right panel/relationships). You can also look at Github RSSRO.

Edited by xebx
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So there is like; a lot of engines... did anyone make a table of them? i found an old one on redit, but it is outdated. I am thinking about writing a script that creates a csv with useful info, but since I am late to the game: did anyone already do that?

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Kind of quiet here, but this is the script:

  Reveal hidden contents

If you run it in GameData/RealismOverhaul/Engine_Configs it creates two files: engines.csv and engines-testflight.csv it also spits out some warnings if files do not contain the fields it expects. The resulting file allows you to filter in any spreadsheet on: 

TITLE, ENGINE_TYPE, ENGINE_CONFIG, ENGINE_FUELS, ENGINE_ISP_VAC, ENGINE_ISP_ASL, THROTTLE%, ENGINE_IGNITIONS, MASS, ENGINE_PRESSURE_FED, ENGINE_ULLAGE, RATED_BURNTIME

If the engine does not have a testflight configuration, you can still find it in the engines.csv but it will lack a burntime.

It can look as pretty as this:


https://smallpdf.com/shared#st=c1f5a3de-f077-4a62-b087-9677ceb0b56a&fn=engines-testflight.pdf&ct=1611778145966&tl=share-document&rf=link

Enjoy, and it might be cool to integrate it as a github hook so that it auto updates the documentation on the wiki.

Known bugs: I had a hard time matching // \/\/* did not work and I don't know why. I am grabbing the first backslash and that is mostly okay.

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@MacLucky :

ROEngines v1.6 (Releases) adds Raptor (SL and Vacuum), RS-25F and G, and others. (yes moar engines)

Your script/xls is a good idea, maybe add a column for thrust, this is an important parameter.

Edited by xebx
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I´m using RO with RP-1 and it´s a blast! Lots of fun. But I have a big problem.... I can´t land on water! My small 0.3 and 0.38m sounding rockets (just like the ones on the start career tutorial)  just bounce off the water and explode, no matter how slow you are. Once it went from 3 m/s to orbital velocity on an instant when touching the water. What´s going on? I reinstalled everything with just the mandatory mods and I still have the same behavior.  But this does not seem to happen with bigger rockets, they just land safely. Maybe it´s a (buoyancy??) problem with one single part of my small rockets? I just use procedural Al-HP tanks, aerobee engine (or  XASR-1), the smallest core (aerobee I think) and a inline double parachute.  The only difference with the bigger rocket I tested that lands OK on water is that it has a procedural core, Al (no HP) tanks and a XLR41 engine. Anyone seen this before? Any input will be greatly appreciated.

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  On 2/2/2021 at 5:11 PM, Washington said:

I´m using RO with RP-1 and it´s a blast! Lots of fun. But I have a big problem.... I can´t land on water! My small 0.3 and 0.38m sounding rockets (just like the ones on the start career tutorial)  just bounce off the water and explode, no matter how slow you are. Once it went from 3 m/s to orbital velocity on an instant when touching the water. What´s going on? I reinstalled everything with just the mandatory mods and I still have the same behavior.  But this does not seem to happen with bigger rockets, they just land safely. Maybe it´s a (buoyancy??) problem with one single part of my small rockets? I just use procedural Al-HP tanks, aerobee engine (or  XASR-1), the smallest core (aerobee I think) and a inline double parachute.  The only difference with the bigger rocket I tested that lands OK on water is that it has a procedural core, Al (no HP) tanks and a XLR41 engine. Anyone seen this before? Any input will be greatly appreciated.

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It's a bit of a know issue but unfortunately nobody has taken a further look into it. It definitely shouldn't be nearly as bad as you're describing.

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I am Actually tired of this mod. it adds so much into the game. but when it comes to fighting bugs and/or making configs, there is no documentation and plus most of the mods apart from recommended ones don't work. so, after a point you hit a wall. where you cannot introduce anything new while you are bored of the old. i just have a suggestion for devs, if you make things easy things wont be realistic, but making integration with other mods easier will encourage others to develop and use this mod. i would suggest that you start by either providing sample configs and/or some documentation on them. thanks to anyone who listened.

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  On 2/6/2021 at 2:42 AM, papasid said:

I am Actually tired of this mod. it adds so much into the game. but when it comes to fighting bugs and/or making configs, there is no documentation and plus most of the mods apart from recommended ones don't work. so, after a point you hit a wall. where you cannot introduce anything new while you are bored of the old. i just have a suggestion for devs, if you make things easy things wont be realistic, but making integration with other mods easier will encourage others to develop and use this mod. i would suggest that you start by either providing sample configs and/or some documentation on them. thanks to anyone who listened.

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When it comes to making an almost identical simulation of rockets, planets, etc, it needs to be a complete separate game, since Ksp wasn't made for such stuff.

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There seems to be an issue within RO Capsules, specifically the "LEM" part configs folder. When loading, it gets stuck at an infinite loading screen when it hits "LEMAscent" config loader. Once the file is removed, the game loads as normal. Any ideas?

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Big thanks to the RSSRO Devs.

It was running on my previous comp (i5-6600+16Go) correctly, and now even better on the new one (i7-10700+16Go).

This is really amazing, it almost turns KSP into a realistic simulator, since 3 months i've spent some time testing real or prototype rockets and trying to find major inaccuracies, but didn't find anything big.

 

Note : KSP 1.10 is 99.9% ok (ROcapsules is the only mod from the ROsuite that get stuck if you try to add it)

Edited by xebx
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Hello, I'm using the Master branch version of RO and this changes the early big engines to ground ignition only. My problem is I can never get them to light. Do I need to use a specific launch clamp or other equipment to light these engines on the launch pad?

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  On 2/21/2021 at 7:33 PM, klarch said:

Hello, I'm using the Master branch version of RO and this changes the early big engines to ground ignition only. My problem is I can never get them to light. Do I need to use a specific launch clamp or other equipment to light these engines on the launch pad?

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You should use Ckan to install RO on a clean KSP.

I guess Master branch is mostly for devs.

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  On 2/24/2021 at 7:24 PM, xebx said:

You should use Ckan to install RO on a clean KSP.

I guess Master branch is mostly for devs.

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Thanks for the reply. I did use Ckan to install, followed a vid on youtube from Carnasa. The only thing I installed manually was Principia because it's not on Ckan. Everything works OK ( as far as I can tell, I just started playing ) except those early big liquid engines. I put the rocket on the pad in a launch clamp, go full throttle and stage... then the throttle goes to zero and no engine ignition. If I stage again the clamp releases and the  solids lift me off but still no light on the liquid engine, and then I crash. I modified those engine configs and commented out the "literalZeroIgnitions" line and gave myself 1 ignition for those engines.  Even with that change the same thing happens when on the pad in the clamp, no lighting and a drop in throttle to zero, but at least when I stage to release the clamp and light the solids, then the liquid engine ignites and seems to work normally. I'd rather use it as intended but I never get an early liquid engine to light with any launch clamp. Any ideas on why this could be happening or if I'm doing anything wrong would be great.

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  On 2/27/2021 at 12:11 PM, siimav said:

This has nothing to do with RO and the groundlit-only changes. Must be some other mod interfering and setting the throttle to 0 for whatever reason. 

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I took your advice and went back to the base version of the mod and everything worked fine.

I then started loading in the extra mods 1 by 1 to see which one was causing the problem, and to my surprise after installing all of them, none of them caused the problem.

I can only guess that something failed to copy right when I made a duplicate of the base mod in order to install extra mods. Everything is working fine now. Go figure. Thanks for the help.

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  On 3/3/2021 at 9:49 PM, Lilienthal said:

When I use MJ ascent manager, and disengage the auto pilot all engines stop. Is there a way to avoid that?  (I mostly use MJ Ascent to determine the point when I am in the orbital plane of the moon.)

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From memory,  Mechjeb -> settings, toggle 'module disabling does not kill throttle'.  If I recall correctly, after you have enabled that, disabling ascent manager will leave the throttle in whatever state it was before you engaged the autopilot.  So make sure you throttle up before launch (or set ksp to always throttle to 100%).   There are also some settings in utilities you might want to toggle.  (Prevent unstable ignition, rcs to ullage). 

Also you probably want to be using mechjeb PVG, and might also want the mechjeb dev version.

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it has probaly been answered before, but im not going to look at 76 forum pages. what are the minimal required specs in which it's at least playable if no mods like EVE or scatterer are used? because i don't have a very powerfull laptop

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