Yaivenov Posted December 2, 2014 Share Posted December 2, 2014 That's not an RSS matter though. And it's kind of a known issue when incorporating multiple thruster into a single part that ordinarily would be represented by multiple discrete parts. Theoretically it could be gotten around by using multiple sets of uniquely named RCS thruster transforms coupled with multiple ModuleRCS declarations. (one for each set of transforms. Like 'thrusterTransform = starboardTransforms' where the starboard grouping is named 'starboardTransforms'. Theoretically.)True, but I think as an end user the most expeditious solution for myself is just to disable or otherwise remove the capsule RCS, in the configs or otherwise. Link to comment Share on other sites More sharing options...
Starwaster Posted December 2, 2014 Share Posted December 2, 2014 True, but I think as an end user the most expeditious solution for myself is just to disable or otherwise remove the capsule RCS, in the configs or otherwise.Sounds great, glad you found a solution! Link to comment Share on other sites More sharing options...
MrFancyPL Posted December 2, 2014 Share Posted December 2, 2014 I have got question: stock engines after installation of RSS having got that same power or they are rescaled to the RSS ? Link to comment Share on other sites More sharing options...
Fizwalker Posted December 2, 2014 Share Posted December 2, 2014 I did that myself actually. Finally got around to trying it both with FAR and without. I posted a screenshot of stock drag only showing my craft at 59.x km and 222 m/s. Using FAR there was a definite increase in disassembly frequency. I'm not necessarily 'blaming' FAR per se, but it is not kind to space planes attempting a Venus reentry. Reentry speeds will be too high for the increased pressure that you find on Venus. And the density changes caused by temperature fluctuations don't help either, but the problem persisted even after removing the temperature curve entirely. Without that, it uses stock temperature changes resulting in constant density increase with pressure rather than the fluctuations. Which btw is implemented by FAR. RSS only provides the data used by FAR to determine pressure and density.I suspect a space plane with substantially fewer wing parts and wing surface area would fare a lot better, but like I said before, I have to move on to other modding matter and no longer consider it to be an RSS matter at all Venus is Venus, not Eve and it has atmospheric properties that are different enough from other planets that one must plan carefully for. At least if you're using FAR.I understand, and I'm not trying to keep you. Honestly, I can't speak to the play aspects of this because I haven't reached orbit of Earth, let alone left it! On the other hand in order to say one mod or another is to blame for a problem means that you have to isolate the mod in question and replicate the problem there. It's possible he's done that, but he hasn't indicated he's done that here. Thank you for your time! Link to comment Share on other sites More sharing options...
bart74 Posted December 2, 2014 Share Posted December 2, 2014 huuum... this mod seems interesting,is there any way to enable it for x64?I do know that it's unstable,but with the crappy computer I got,the x32 version doesn't stop to crash because of out of memory,so for my computer,the x64 is indeed more stable than the x32,that's why it's painful to see that this mod is x64 disabled,any way to enable it through .cfg files or something similar (I've already checked,but maybee I've not looked enough)(I don't know what the editor is doing right now so maybee this post will be posted multiple times...) Link to comment Share on other sites More sharing options...
ANWRocketMan Posted December 2, 2014 Share Posted December 2, 2014 I have got question: stock engines after installation of RSS having got that same power or they are rescaled to the RSS ?You have to install Realism Overhaul for the engines to be changed to RSS-friendly versions(better performance generally). Link to comment Share on other sites More sharing options...
Starman4308 Posted December 2, 2014 Share Posted December 2, 2014 (edited) I have got question: stock engines after installation of RSS having got that same power or they are rescaled to the RSS ?Nope! RSS only changes planets.You've got a few options for getting engine performance up. The one I favor is to install RealFuels and Raptor's stockalike engine config for it. That'll knock tank dry masses and engine masses way down, give you the option of the wonderfully efficient LH2/LOX mix for upper atmospheric stages, and still let you keep the a lot of the KSP sandbox intact. You can also use the 6.4x Kerbin config for RSS, which in combination with RF/FAR/DRE, makes a pretty decent RO-lite.If you're up for a more realistic experience, you can try Realism Overhaul. Unfortunately, it doesn't do career very well yet (the RP0 project is very much WIP), and it can be a nasty shock to new players, because RO comes with a lot of other changes (major reaction wheel nerfs, command pods rescaled, stock engines replaced by real engines*). I'll probably come around to trying RO again in the future: while I talk the talk, I'll admit I'm still a bit of a novice to KSP, thus my use of 6.4x/RF/FAR/DRE instead of RO.*I think some part packs like Soviet Engines have RO configs which help fill in the awkward blanks in the RO engine lineup, fortunately. Unfortunately, hello 32-bit memory limits.You can also use KIDS (KSP Isp Difficulty Scaler) to knock Isp way up, though that leads to weird stage times.huuum... this mod seems interesting,is there any way to enable it for x64?I do know that it's unstable,but with the crappy computer I got,the x32 version doesn't stop to crash because of out of memory,so for my computer,the x64 is indeed more stable than the x32,that's why it's painful to see that this mod is x64 disabled,any way to enable it through .cfg files or something similar (I've already checked,but maybee I've not looked enough)(I don't know what the editor is doing right now so maybee this post will be posted multiple times...)Almost all x64-disabled mods do so in their source code. You can eliminate the check from the source code and recompile, or in some cases, ask the mod author politely. Don't expect support from them, though: some of them cannot test on x64, and others are simply too fed up with trying to discern real bugs from x64 instability to care. Edited December 2, 2014 by Starman4308 Link to comment Share on other sites More sharing options...
Starwaster Posted December 3, 2014 Share Posted December 3, 2014 You've got a few options for getting engine performance up. The one I favor is to install RealFuels and Raptor's stockalike engine config for it. That'll knock tank dry masses and engine masses way down, give you the option of the wonderfully efficient LH2/LOX mix for upper atmospheric stages, and still let you keep the a lot of the KSP sandbox intact. You can also use the 6.4x Kerbin config for RSS, which in combination with RF/FAR/DRE, makes a pretty decent RO-lite.If you're up for a more realistic experience, you can try Realism Overhaul. Unfortunately, it doesn't do career very well yet (the RP0 project is very much WIP), and it can be a nasty shock to new players, because RO comes with a lot of other changes (major reaction wheel nerfs, command pods rescaled, stock engines replaced by real engines*). I'll probably come around to trying RO again in the future: while I talk the talk, I'll admit I'm still a bit of a novice to KSP, thus my use of 6.4x/RF/FAR/DRE instead of RO.I get by with just the stockalike engine configs and KWR.And if I want to do a Saturn V.... (approximates 5x J2 and 5x F1)+PART[KW5mengineTitanV]{ @name = KW5mengineTitanX @title = KW Rocketry Titan X @description = A 10m rocket engine mainly used for upper stage deployments, but also capable of launching smaller 10m rockets as a first stage engine. %rescaleFactor = 2.5 @mass *= 8 @MODULE[ModuleEnginesFX] { @maxThrust = 13050 @heatProduction = 167 @atmosphereCurve { @key,0 = 0 451 @key,1 = 1 340 } } @MODULE[ModuleGimbal] { @gimbalRange = 7.0 } @MODULE[ModuleEnginesFX]:NEEDS[RealFuels] { !PROPELLANT[LiquidFuel]{} !PROPELLANT[Oxidizer]{} !PROPELLANT[MonoPropellant]{} PROPELLANT { name = LqdHydrogen ratio = 72.856139 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 27.143861 } } MODULE:NEEDS[RealFuels] { name = ModuleEngineConfigs type = ModuleEnginesFX techLevel = 6 origTechLevel = 6 engineType = L+ origMass = 8.3 configuration = LqdHydrogen+LqdOxygen modded = false CONFIG { name = MMH+N2O4 maxThrust = 17400 heatProduction = 167 PROPELLANT { name = MMH ratio = 0.50366459 DrawGauge = True } PROPELLANT { name = N2O4 ratio = 0.49633541 } IspSL = 0.91488 IspV = 0.96628 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 2 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } } } CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 13050 heatProduction = 167 PROPELLANT { name = LqdHydrogen ratio = 0.72856139 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.27143861 } IspSL = 1.21056 IspV = 1.3195 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } } } CONFIG { name = Kerosene+LqdOxygen maxThrust = 17400 heatProduction = 167 PROPELLANT { name = Kerosene ratio = 0.36699904 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.63300096 } IspSL = 0.96 IspV = 1.015 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } } } } !MODULE[ModuleEngineIgnitor]{}:NEEDS[ModuleEngineIgnitor] MODULE:NEEDS[ModuleEngineIgnitor] { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } }}@PART[KW5mengineTitanV]:FINAL{ @maxTemp = 1250 @MODULE[ModuleGimbal] { @gimbalRange = 3.5 }}and+PART[KW5mengineGriffonC]{ @name = KW5mengineGriffonC.10m @title = KW Rocketry Griffon Millennium @description = The most powerful engine in the entirety of KW Rocketry's arsenal available, capable of launching some of the largest rockets conceivable. %rescaleFactor = 2.5 @mass *= 8 @MODULE[ModuleEnginesFX] { @maxThrust = 33000 @heatProduction = 179 @atmosphereCurve { @key,0 = 0 332 @key,1 = 1 299 } } @MODULE[ModuleGimbal] { @gimbalRange = 6.0 } @MODULE[ModuleEnginesFX]:NEEDS[RealFuels] { !PROPELLANT[LiquidFuel]{} !PROPELLANT[Oxidizer]{} !PROPELLANT[MonoPropellant]{} PROPELLANT { name = Kerosene ratio = 36.699904 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 63.300096 } } MODULE:NEEDS[RealFuels] { name = ModuleEngineConfigs type = ModuleEnginesFX techLevel = 6 origTechLevel = 6 engineType = L origMass = 12.46 configuration = Kerosene+LqdOxygen modded = false CONFIG { name = Kerosene+LqdOxygen maxThrust = 33000 heatProduction = 179 PROPELLANT { name = Kerosene ratio = 0.36699904 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.63300096 } IspSL = 1 IspV = 1 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 24750 heatProduction = 179 PROPELLANT { name = LqdHydrogen ratio = 0.72856139 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.27143861 } IspSL = 1.3 IspV = 1.3 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } } !MODULE[ModuleEngineIgnitor] {}:NEEDS[ModuleEngineIgnitor] MODULE:NEEDS[ModuleEngineIgnitor] { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } }}@PART[KW5mengineGriffonC]{ @description = The second most powerful engine in the entirety of KW Rocketry's arsenal available, capable of launching some of the largest rockets conceivable. @maxTemp = 1250 @MODULE[ModuleGimbal] { @gimbalRange = 3.0 }} Link to comment Share on other sites More sharing options...
Felger Posted December 3, 2014 Share Posted December 3, 2014 In other news, Realism Career Mode (RP-0) is coming right along, and we need your help to make science logs!It's very easy, and you can do as many or as few as you like, see this post for instructions. Or go straight to the input form here. Link to comment Share on other sites More sharing options...
NathanKell Posted December 3, 2014 Author Share Posted December 3, 2014 Yes! Please yes! Link to comment Share on other sites More sharing options...
von Ziegendorf Posted December 3, 2014 Share Posted December 3, 2014 Just checked those science logs, are there really seas/lakes on Titan in current version of RSS? Link to comment Share on other sites More sharing options...
Felger Posted December 3, 2014 Share Posted December 3, 2014 Just checked those science logs, are there really seas/lakes on Titan in current version of RSS?Yep! Methane and all! Link to comment Share on other sites More sharing options...
von Ziegendorf Posted December 3, 2014 Share Posted December 3, 2014 Yep! Methane and all!Yay! This calls for a Titan Mare Explorer recreation! Link to comment Share on other sites More sharing options...
RuBisCO Posted December 3, 2014 Share Posted December 3, 2014 Question: Is there a delta-v map for the 10X size kerbin system? I heard rumor that its on this thread somewhere, but have not found it yet. Link to comment Share on other sites More sharing options...
NathanKell Posted December 4, 2014 Author Share Posted December 4, 2014 You might want to ask on the 10x Kerbol thread, linked in the OP. Link to comment Share on other sites More sharing options...
Proot Posted December 4, 2014 Share Posted December 4, 2014 Nathan, may you explain me how works and what does exactly the "sunBrigthnessCurve" in RSS? Link to comment Share on other sites More sharing options...
NathanKell Posted December 4, 2014 Author Share Posted December 4, 2014 Proot: the intensity of the lensflare that is the sun is determined by a floatCurve (like an engine's atmosphereCurve). The curve relates distance to the sun to the intensity of the flare.the so the "x" value of the curve is computed as:1/(distance_from_here_to_sun / sunAU )the "y" value is the intensity at that x value. Link to comment Share on other sites More sharing options...
Starwaster Posted December 4, 2014 Share Posted December 4, 2014 Proot: the intensity of the lensflare that is the sun is determined by a floatCurve (like an engine's atmosphereCurve). The curve relates distance to the sun to the intensity of the flare.the so the "x" value of the curve is computed as:1/(distance_from_here_to_sun / sunAU )the "y" value is the intensity at that x value.Will that make it look larger? Link to comment Share on other sites More sharing options...
NathanKell Posted December 4, 2014 Author Share Posted December 4, 2014 Yes, it can.The originals are:sunAU = 13599840256sunBrightnessCurve{ key = -0.01573471 0.217353 1.706627 1.706627 key = 5.084181 3.997075 -0.001802375 -0.001802375 key = 38.56295 1.82142 0.0001713 0.0001713} Link to comment Share on other sites More sharing options...
MartGonzo Posted December 4, 2014 Share Posted December 4, 2014 I'd like to switch to a bigger solar system and I love the idea of visiting Jupiter, Saturn etc. but one thing concerns me (well two with the memory issues but that's another post) The issue is travel time, so I was wondering if faster time accelerations are possible e.g. x500K or x1M?are there any mods that do that or is it a built in limitation ? Link to comment Share on other sites More sharing options...
NathanKell Posted December 4, 2014 Author Share Posted December 4, 2014 RSS itself makes timewarp rates configurable, and by default max warp is made 6,000,000x. Link to comment Share on other sites More sharing options...
MartGonzo Posted December 4, 2014 Share Posted December 4, 2014 RSS itself makes timewarp rates configurable, and by default max warp is made 6,000,000x.Oh! that's very cool, I had no idea, I'll definitely give this a try now Thanks Nathankell Link to comment Share on other sites More sharing options...
Plasmawiz Posted December 4, 2014 Share Posted December 4, 2014 Can someone help me with this problem?;KSP loads up fine and the RSS textures start loading, but when it reaches lathe it stops loading on one of the two PQS files and wont continue. I have looked at the texture settings file and nothing seems to be wrong.Again, someone please help. Link to comment Share on other sites More sharing options...
jstnj Posted December 4, 2014 Share Posted December 4, 2014 Can someone help me with this problem?;KSP loads up fine and the RSS textures start loading, but when it reaches lathe it stops loading on one of the two PQS files and wont continue. I have looked at the texture settings file and nothing seems to be wrong.Again, someone please help.You could be out of memory. Link to comment Share on other sites More sharing options...
dimovski Posted December 4, 2014 Share Posted December 4, 2014 I just went back to KSP and had the same problem. It worked after moving to the 4kx2k textures. Link to comment Share on other sites More sharing options...
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