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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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en,since u had completely change the name of the planet ,the stock science report are now useless. A new science report is needed I think. Im wondering if u have start working on it , caz if u havent , maybe I can help.

Edited by mark7
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How about contracts and records for RSS?

For records, it all stops at 2500m/s and 70km altitude, how about extending that to match RSS? Possible?

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Have an interesting phenomenon happening.

Some engines will blow up immediately at launch.

FASA's mercury chute blows up immediately once loaded into the launchpad.

Managed to launch a rocket into space using LT-45 and Thumpers, nothing heated in space, but as soon as I entered the atmosphere when de-orbiting, everything went boom.

Enabling "ignore part max temp" on the debug menu allowed me to land, while I was checking the temperature (3 mins AFTER landing) it was reading millions of kelvin, and rising, on ALL parts.

Disabling RSS fixed the problem.

Mod List

Output Log

Brand new install with the latest version of all mods installed, new career game, 32bit.

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Jeef about de-orbiting at this point u can't play in RSS environment because new thermal dynamic system what was implement in 1.0.3, special in RSS were everything is bigger: bigger planet > bigger atmosphere > more speed > more mass > more heat gain ... You & most of us we need to wait Realism Overhaul (RO), Deadly Reentry to be updated or someone to make a thermal scale small mod, there are some option to tune but it involve using cheating debug window :)

I was try my self to de-orbit:

A. Pod: Mass: 4, Max Temp: 2400 (from Better Science Labs Continued mod)

B. Heat Shield 2.5 Ablator: 800 (stock one)

1. First try Pod with noo heat shield, noo protection = instant pooff, i beet noo instrument from all world was can record how fast was all happen Kappa (what i expect but was soo funny)

2. Second try same pod but with 2 x Heat shield (see above), i was hope if first blow up second it will be backup but nop & to be more funny single pice what was survive from all thing was a decoupler what was on top of pod :)

Mercury & Gemini (from FASA-5.35 pack) tested my self & are fine, single thing what i seen is Mercury Parachute Mini from start it have 14.50 Celsius / max is 526 & it was have a thermal rate 1.84 kW but NOOO explosion

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Thanks for the info, Blacks!

I wasn't sure it was RSS, but I figured it was probably something to do with the size of the planet on the new thermodynamics of 1.0.3.

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Actually deorbit find using RSS without using any cheats including with spaceplanes, just set the game difficulty to 10% to compensate for the higher speeds involved using the increased with with RSS.

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Actually deorbit find using RSS without using any cheats including with spaceplanes, just set the game difficulty to 10% to compensate for the higher speeds involved using the increased with with RSS.

Are you using FAR? Does Deadly Reentry help with this problem?

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Succesfull tune Physics to land safe in RSS 10.0.2 with KSP 1.0.4 using from Realism Overhaul (RO) RO_Physics.cfg (ONLY) & just modifie a litle make to look like this:

@PHYSICSGLOBALS:FOR[RealismOverhaul]

{

@convectionFactorSplashed = 500

@fullConvectionAreaMin = -0.1

@convectionFactor = 1.63

@newtonianConvectionFactorBase = 1

@newtonianConvectionFactorTotal = 1.0

%NewtonianVelocityExponent = 0.75

@conductionFactor = 10

@internalHeatProductionFactor = 0.03

@aerodynamicHeatProductionFactor = 0.350

}

Diference & trick is in this code line (i know, i know, i know ppls will start yell is cheat is not cheat is adjust value to make thing work)

@aerodynamicHeatProductionFactor = 1.0 = Original RO_Physics.cfg

@aerodynamicHeatProductionFactor = 0.350 = My RO_Physics.cfg

I remove all other code from RO_Physics.cfg what was identical with value what was already in original Physics.cfg file to keep it clean & simple.

Test Vessel

Gemini Comand Pod

RC-001S Remote Guidance

2 x Heat Shield 1.25 m (stock) scale to 1.825 m with 648 Ablator (i think i can let only 1 after this tune if first explode everything it will explode)

3 x Parachute (see below)

Mass: 3667 Kg

Deorbit start Point ~170000 m

Burning starting point: Altitude 80 000 m > 81 000 with Speed ~7400 m/s Surface

Safe Point Altitude ~10000 m with Speed: ~350 Surface

Ablator left 77.58 from 648

Critical Skin Temp: ~1300

Time: ~18 min

For safe succesful land was need 3 parachute what was give me ~10 m/s:

A. 1 x Mk16 Parachute

B. 2 x Mk12-R Radial Mount Drogue

p.s. from RO i say again i use only that file nothing else & noo FAR install coz i was try to keep thing close to KSP default setting

hope it will help ppl who want to play in RSS enviroment till Realism Overhaul (RO), Deadly Reentry & rest other mod it will be updated to 1.0.4

all credit goo special to RO what was perfect place to look & source of inspiration

My next target look & see how parachute & Coms value work in RO

p.s. Nathan do not worry i will finish new Earth land texture :)

in case this post was supose to be in Realism Overhaul treath i am sorry, a mod i think it can move this but i post here coz is related to RSS

cya around & have fun

---- update -----

For make possible de-orbit a aircraft like Stearwing D45 (stock) - front RCS it will explode - add to previous code next line, BUT be ware after i done this it make previous test vessel to land successful with Ablator 600 from 648, >> machTemperatureVelocityExponent << this code line it have a huuuuge impact soo i will need a reference to how to adjust correct value or any who will play with value it will need to know more:

@machTemperatureVelocityExponent = 0.55

@skinSkinConductionFactor = 0.05

@skinInteralConductionFactor = 0.3

Edited by Blacks
More info after more testing
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From small test

http://i.imgur.com/JrxEyJQ.jpg

http://i.imgur.com/W41h1GU.jpg

http://i.imgur.com/GH305pd.jpg

http://i.imgur.com/X9qdKi9.jpg

http://i.imgur.com/xJn8EP3.jpg

http://i.imgur.com/GCzDybM.jpg

http://i.imgur.com/Cgo7WyS.jpg

http://i.imgur.com/BqaVeMa.jpg

http://i.imgur.com/EfaPjfJ.jpg

http://i.imgur.com/nmg3qlo.jpg

http://i.imgur.com/tgvqstI.jpg

http://i.imgur.com/hnfPXnb.jpg

It took literally a hour to landing on Titan from it's orbit. Atmosphere is so thick, if i try to go to 50km atmosphere from 600km atmosphere directly, parts start exploding. I aimed 500km and let the atmosphere work to make my plane slower :P

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Blacks: I suggest reading this post, it should help clarify some things. http://forum.kerbalspaceprogram.com/threads/123268-1-0-2-Kerbol-3-7-Stock-system-re-scaled-x3-7-%28A-Kopernicus-based-mod%29?p=2056072&viewfull=1#post2056072 (and two posts up too, where I link the 1.0.4 version of RO_Physics.cfg, not the 1.0.2 version).

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Well me i use RealismOverhaul-v10.0.0 like reference, what was have RO_Physics.cfg off course setting & value done for 1.0.2 not for 1.0.4 & try to figure value for 1.0.4 BUT now after looking in https://github.com/KSP-RO/RealismOverhaul/tree/master/GameData/RealismOverhaul more carefully > RO_Physics.cfg < i see it was updated 10 day agow!!!! >facepalm< aka all what i done yesterday it was done 10 day agow!!! < noobface > probabil u will hearty laugh at me!!!

Well at list i know i was on correct path but with different approach soo problem fix time to abort testing & going back to RO_RemoteTech.cfg project but i will keep my mouth closed coz probabil again i make a silly thing :D

Edited by Blacks
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Blacks: No worries, help is always appreciated. :)

Einkleinermensch: Make sure you have the right Kopernicus version for KSP 1.0.2, the current release is for 1.0.4. Also, sadly that's the wrong log file, player.log has more info. In the case of a Kopernicus issue, a zip of the Logs folder (where Kopernicus's logs are) would be good.

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Changelog

v10.1

  • Actually set atmospheric properties.
  • Update FAR compatibility for atmospheres.
  • Include physics patch on FIRST (will be overridden by anything else) to make reentries survivable etc. Also tunes down AeroFX so ascents don't look so flamey.

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perfect download done > install it will be done in few moment but houpe value are ajust coz > @machTemperatureScalar = 7.5 // ~6000 at 7.3km/sec < aka that ~6000 if it is kW is incorect i was hit +8000 kW on a ~7 km/sec on last test what i done with Ro_physic (that actualized 10 day agow!!! :D ) everything going ballistic end be dust in wind heating moment kick on ~90k Km > blow up last altitude around ~52k Km > update info after test u will have dear sir

testing mod engage

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Test Round 1: = Kansas - Dust in Wind

Aircraft used: Stearwing D45 (stock)

1 x Radiator Panel small, each side, in front to try save RCS = fail

2 x Radiator Panel small inside cargo to try to save battery = fail

Start Data Point Log A.

Alt: 171 547 m

Sp : 7063.30 m/s (surface)

VSP: -349.65 m/s

HSP: 7055.71 m/s

Temp[l]: 15.68 C / 2226.85 C

Temp: 16.75 C / 2226.85 C

TR : 48.05 kW

TR [l] : 00.00 kW

TR [Cd]: 42.49 kW

TR [Cv]: 00.00 kW

TR [R] : 5.56 kW

Start Data Point Log B. (first sine of heat efect visual)

Alt: 126 440 m

Sp : 7122.70 m/s (surface)

VSP: -421.52 m/s

HSP: 7111.73 m/s

Temp[l]: 20.33 C / 2226.85 C

Temp: 26.46 C / 2226.85 C

TR : 495.60 kW

TR [l] : 00.00 kW

TR [Cd]: 187.58 kW

TR [Cv]: 306.52 kW

TR [R] : 1.49 kW

Start Data Point Log C.

Alt: 79 890 m

Sp : 7181.90 m/s (surface)

VSP: -474.46 m/s

HSP: 7168.12 m/s

Temp[l]: 100.84 C / 2226.85 C

Temp: 326.00 C / 2226.85 C

TR : 19038.36 kW

TR [l] : 00.00 kW

TR [Cd]: 6931.67 kW

TR [Cv]: 12214.42 kW

TR [R] : -107.74 kW

Start Data Point Log D. the end evrything is just dust in ze wind

Alt: 40 506 m

Sp : 6738.50 m/s (surface)

VSP: unkown m/s

HSP: 6738.50 m/s

Temp[l]: 772.80 C / 2226.85 C

Temp: 2218.42 C / 2226.85 C

TR : 93241.20 kW

TR [l] : 00.00 kW

TR [Cd]: 33636.53 kW

TR [Cv]: 88609.62 kW

TR [R] :-29004.95 kW

i can doo other fly test np >hyper edit > orbit set 200k m > retrograde / prograde play a litle & dive here we goo, just poke & say if u want more

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Devilsgamer666: Nope.

blacks: I've been able to reenter spaceplanes, though you have to fly them very carefully (high drag early, then high lift to keep periapsis >70km, keep skipping around the world). That seems only fair, though...they _are_ hard.

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Hi. I am having a problem with July 5 update: I am getting same old Kerbol system when I launch the game. The mod worked fine before this update (I was using RSS version made for 1.0.2 with 1.0.4 game without any problems). The game says it is loading mod files in load screen, but when I start sandbox I still get default Kerbal planet. The only difference I can see is Kebal planet textures seem to be colored dark violet.

I don't have any other mods installed, actually I deleted game directory and reinstalled fresh from Steam when trying to solve this problem. I tried manual mod installation according to instructions and automated installation using CKAN, still getting the problem. I did also install textures in both cases.

Anyone else having same problem? Any advice how to fix this? Thanks.

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This is happening to me too, but only when I install/add a mod. The first time I start the game, it shows the kerbal planet. I exit and restart. The next time it's earth.

After adding/updating any mod, same procedure.

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