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


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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? :P  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.

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@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  There may be other similar outdated dependencies (I haven't checked lately) but there is not much point in the RO developers trying to make a release that normal users can't install because the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 by AVaughan
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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 by Guest
mass mistake
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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.

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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 by Starwaster
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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 by TranceaddicT
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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? :P  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

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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? :P  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 by raidernick
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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?

:confused:

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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.

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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.

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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.

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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. :P

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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. :P

It really wouldn't.

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15 minutes ago, Starwaster said:

It really wouldn't.

If I had seen that in the OP, I wouldn't have posted/asked. :P 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.

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  • 2 weeks later...

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

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