gilflo Posted February 26 Share Posted February 26 Hello all, i have noticed something weird when using RO engines, family LE-5. When using throttable engines, LE-5A to LE-5B-3, i noticed that when you throttle up from minimum Throttle, the engine rpm jump from minimum to 74%, then you can use rpm between 74% and 100%. There’s no possible rpm use between 74% and minimum which is 5% for LE-5A and 3% for other engines, so engines are throttable from 74% to 100%, then you must jump directly to 3 or 5%: Is it a normal use? It is not that it looks like when reading engines datas Quote Link to comment Share on other sites More sharing options...
siimav Posted February 26 Share Posted February 26 (edited) @mnbvcxzWhat you actually should do is update RO to the latest version. It has a fix for the issue you encountered. @gilflo That's how it's supposed to work https://github.com/KSP-RO/RealismOverhaul/blob/83f59f14add1d98d27e50e5d327c293e5a83d799/GameData/RealismOverhaul/Engine_Configs/LE5_Config.cfg#L199 Edited February 26 by siimav Quote Link to comment Share on other sites More sharing options...
gilflo Posted March 2 Share Posted March 2 (edited) OK, thank you for your answer, but the fact is that it is not clear when you read in the VAB about LE engines! Edited March 2 by gilflo Quote Link to comment Share on other sites More sharing options...
gilflo Posted March 10 Share Posted March 10 Hello guys, I have seen a lot of complicated google sheets about RO engines. I create mine to compare engine in the following ways so that I could design Huge launchers to send 50 Tons to 150 tons in low Moon Orbit: -Thrust ASL and VAC given by 1kg of each engine -What is the Total Mass of propellant drained in kg/s for 1 Ton of each engine -What the Total Mass of Propellant drained in kg/s for 1 Ton of Thrust ASL/VAC given by each Engine -Engine datas: Name and config, Engine Weight, HR and ISP ASL and VAC, Number of Ignitions, Type of propellant, Gimball or not, Pressure Feed Tank or not, minimum Throttle possible, The purpose is to optimise the weight of my launchers Feel free to complete https://docs.google.com/spreadsheets/d/1r_ZUX34zdgkpzcFAR7MOAD9QsSyyTCxeQ03Z5vtOVoY/edit?usp=sharing Quote Link to comment Share on other sites More sharing options...
kevinzang Posted April 22 Share Posted April 22 On 1/28/2017 at 9:38 PM, Theysen said: R E A L I S M O V E R H A U L Intention: Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. Some of the most signfiicant changes include: Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage. Pods are as large as their real-life counterparts and weigh what they should. Propellant tanks have correct dry mass ratios. Solar panels don't produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren't magically powerful anymore (though they still don't require momentum dumping). _________________________________________________________________________________________________________________________________________________ Contributors to Realism Overhaul: A1Ch1, Raidernick, james3838, camlost, JandCandO, Sarbian, marcelocoelhorodrigues, NathanKell, hattivat, batuhan, Ravenchant, bax-, advice-dawgg, jean400, RedAV8R, jedi95, MedievalNerd, regex, Felger, Temeter, Replica17, veskenapper, ferram4, leudaimon, BevolJ, RezzyD, Agathorn, TheKosmonaut, TheVoid2, Theysen, Phredward, ChrisPBacon, Kibbick, Niemand303, AlimOncul, AjentK, pjf, rocketscience, John-Long-Silver, doktorjet, Ippo343, Dragon01, Probus, BryceSchroeder, Bsd0, asmi, Starman4308, stratochief66, StupidChris, OvidHamburg, awang, winged, rsparkyc, PhineasFreak, Zarbizaure, JoseEduardo, ctiberious, SirKeplan, Schnobs, pap1723, ec429, assassinacc, AntiClockwisePropeller, AlphaMike741, olympic1 _________________________________________________________________________________________________________________________________________________ RealismOverhaul Wiki P Installation In the current state of the mod's development and future, accurate and proofed-to-be-working installation instructions can be found here: Installation Guide You can ignore the RP-1 part later on that page, if you do not intend to play a career mode. Support No support is granted without providing logs and easy to follow reproduction steps. Also make sure to drop by the official discord server where active users can provide help! https://discord.gg/ZGbR6nv Legacy / Manual Installation (expand) Reveal hidden contents Original Installation: To install Realism Overhaul you can either use CKAN, or do things manually. IF YOU HAPPEN TO INSTALL IT MANUALLY - USE ONLY THE MODULARFLIGHTINTEGRATOR VERSION SUPPLIED BY KOPERNICUS. Pre-Packaged installation via CKAN CKAN is an excellent tool for installing mods in an orderly fashion. We have prepared a set of installation packages for the mods in Realism Overhaul. Here follow instructions for how to install via CKAN (alternatively check out the CKAN User's Guide): Start out by creating a clean installation of KSP. (If you don't, beware the dragons!) Download the latest CKAN release here and install it accordingly (preferred to move the ckan.exe into the fresh parent directory of the new KSP installation folder). CKAN offers you two modes of use. You can use the graphical user interface, as explained below, or you can use its command line interface. If you wish to do the latter, check out the CKAN user's guide for more information on the command line interfrace. Launch the CKAN GUI by double-clicking the ckan.exe in your KSP directory Use the Filter to find Realism Overhaul Select Realism Overhaul to install Click Go To Changes Proceed through the menus to select your installation. Watch CKAN install Realism Overhaul and all the other mods for you Launch KSP. Enjoy! Alternative: Manual Installation If you don't like automation, there's always the old 'by hand' way: Start with a fresh, unadulterated, install of KSP. Download and install the required mods. Ensure you have the most up to date version and have followed their respective installation instructions. Download and install Realism Overhaul itself. To do so, download the zip archive and unzip all folders inside its GameData folder into your KSP/GameData folder. Launch KSP. Enjoy! IMPORTANT - DELETE YOUR OLD REALISM OVERHAUL FOLDER! _________________________________________________________________________________________________________________________________________________ D O W N L O A D (1.10) Source Changelog _________________________________________________________________________________________________________________________________________________ Career Mode - Realistic Progression One: If you are interested to take Realism Overhaul to a whole different level of playing KSP, you might be interested in the accompanying suite of mods. It integrates a completely new career system tailored for an early realistic space race and spreading into the modern ages - all at your own imagination and approach. The working installation instructions can be found on the GitHub wiki page. This mod was created by NathanKell and RedAV8R, Contributions by many others. If you were missed in the contributors list at the top of the post, PM Theysen and he'll add you). Loading has failed due to an unhandled error Failure in subsystem : Part compilation Part: Apollo Service Module RCS Block (ROCapsules/PartConfigs/Apollo/ApolloRCS/ROC-ApolloRCS) System.NullReferenceException: Object reference not set to an instance of an object at RealismOverhaul.Harmony.PatchModuleRCS.GetInfo (ModuleRCS mod) [0x000cc] in <7d6df419398e436da7b4de0a18a9f8ac>:0 at RealismOverhaul.Harmony.PatchModuleRCS.Prefix_GetInfo (ModuleRCS __instance, System.String& __result) [0x00000] in <7d6df419398e436da7b4de0a18a9f8ac>:0 at (wrapper dynamic-method) ModuleRCS.ModuleRCS.GetInfo_Patch1(ModuleRCS) at (wrapper dynamic-method) PartLoader.PartLoader.CompilePartInfo_Patch1(PartLoader,AvailablePart,Part) at (wrapper dynamic-method) PartLoader+<CompileParts>d__56.PartLoader+<CompileParts>d__56.MoveNext_Patch0(PartLoader/<CompileParts>d__56) at KSPCommunityFixes.Performance.KSPCFFastLoader+<FrameUnlockedCoroutine>d__62.MoveNext () [0x0006c] in <f263e6a8c2314b73b64c25bac280a0da>:0 Quote Link to comment Share on other sites More sharing options...
Awes3 Posted May 7 Share Posted May 7 Hello all. I am in dire need of help. I recently decided to take on the challenge of using the space shuttle, specifically SOCK, in rp1. I even made Canadarm configs for use. After countless hours, I'm in dire need of help with reentry and landing. So far, I have been able to survive reentry, but even with the help of trajectories, I either over shoot or under shoot. I don't want to mess around with KOS or anything like that. Any help would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Alex1234567890 Posted May 8 Share Posted May 8 What is the least hardware requirements for RO?(Stock parts only) Quote Link to comment Share on other sites More sharing options...
DarthMarvin Posted May 24 Share Posted May 24 Hello everyone, thank you very much for your hard work. I've never been able to go back to stock KSP after playing with RO. I've run into a bit of a pickle and I am hoping someone can help me out. I've noticed that whenever I place several engines on a single tank with symmetry they induce a torque on the vessel. I've tried it even with a very simple craft (probe core, tank, rcs thrusters and engines). If I have the same craft with just one engine on the center node (same engine) it flies straight and true. I also use RCS build aid and it says 0.0 torque for engines when using several with symmetry. Is this intended behavior (for example variations in thrust due to manufacturing imperfections)? Or is something wrong with my install? I just tried this with a fresh install in 1.12.5 where I installed RO and its dependencies with ckan. I also saw this behavior in 1.12.3 on an RP-1 install. I can get a mod list, craft file and log if needed. Any help is appreciated. Quote Link to comment Share on other sites More sharing options...
Take_your_Time_ 2 Posted June 9 Share Posted June 9 Can somone please help me becuase when I launch a rocket it does not show the fire coming out please help Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 10 Share Posted June 10 I have a problem where i cant place or remove anything. help please Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted June 11 Share Posted June 11 On 5/8/2024 at 4:33 AM, Alex1234567890 said: What is the least hardware requirements for RO?(Stock parts only) Unless you add EVE and Scatterer, there won't be a noticeable difference in graphics as RO just changes the planet sizes. You would still have the same problems that stock KSP has with 3 digit part counts. Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 11 Share Posted June 11 5 hours ago, GuessingEveryDay said: Unless you add EVE and Scatterer, there won't be a noticeable difference in graphics as RO just changes the planet sizes. You would still have the same problems that stock KSP has with 3 digit part counts. is that replying to my question? Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted June 11 Share Posted June 11 22 minutes ago, Jebs Piloting Skills said: is that replying to my question? Yes. Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 11 Share Posted June 11 (edited) no its 2 parts. thats it. 2 parts. a fuel tank and an engine. thats it also i have those installed and through ckan. the parts are a 1.25 fuselage ang the x-11 Edited June 11 by Jebs Piloting Skills adding stuff Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted June 11 Share Posted June 11 11 minutes ago, Jebs Piloting Skills said: no its 2 parts. thats it. 2 parts. a fuel tank and an engine. thats it also i have those installed and through ckan. the parts are a 1.25 fuselage ang the x-11 Ah, wrong user, sorry. Hope someone comes by and helps with the solution. Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 11 Share Posted June 11 1 minute ago, GuessingEveryDay said: Ah, wrong user, sorry. Hope someone comes by and helps with the solution. its fine, thanks for the support tho. :> Quote Link to comment Share on other sites More sharing options...
Alex1234567890 Posted June 12 Share Posted June 12 So,if we can run stock KSP,we can run this?(RO itself,RSS 2k textures,stock parts) Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted June 12 Share Posted June 12 12 hours ago, Alex1234567890 said: So,if we can run stock KSP,we can run this?(RO itself,RSS 2k textures,stock parts) It may be slower than stock, but not a crazy drop. On my computer, it only drops from 30 fps, on stock, to 28 with RSS/RO. Quote Link to comment Share on other sites More sharing options...
Alex1234567890 Posted June 13 Share Posted June 13 Okay then! How much RAM it needs through? Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 13 Share Posted June 13 27 minutes ago, Alex1234567890 said: Okay then! How much RAM it needs through? definitely moar than the amount i have :> Quote Link to comment Share on other sites More sharing options...
Alex1234567890 Posted June 13 Share Posted June 13 Tested it,but....Command pods can be flown unmanned? Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 14 Share Posted June 14 22 hours ago, Alex1234567890 said: Tested it,but....Command pods can be flown unmanned? well from what i know the d2 can, which is really helpful cuz i didnt know that radiation poisoning was a thing in kerbal and all of my kerbals died from it when trying to enter a worm hole Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 14 Share Posted June 14 hey can we get some support for the tantares mods and bluedog design bureau because i would like those parts back in their own mods Quote Link to comment Share on other sites More sharing options...
Jim123 Posted June 15 Share Posted June 15 16 hours ago, Jebs Piloting Skills said: hey can we get some support for the tantares mods and bluedog design bureau because i would like those parts back in their own mods There are already some configs for them if I am not mistaken last time I checked unless it is changed. Quote Link to comment Share on other sites More sharing options...
Jebs Piloting Skills Posted June 15 Share Posted June 15 1 hour ago, Jim123 said: There are already some configs for them if I am not mistaken last time I checked unless it is changed. well i installed it and all of my mod parts got removed. Quote Link to comment Share on other sites More sharing options...
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