MatterBeam Posted June 30, 2015 Share Posted June 30, 2015 Does anyone have an ideas as to why my problem is happening? Link to comment Share on other sites More sharing options...
mark7 Posted July 1, 2015 Share Posted July 1, 2015 (edited) 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 July 1, 2015 by mark7 Link to comment Share on other sites More sharing options...
JeeF Posted July 1, 2015 Share Posted July 1, 2015 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? Link to comment Share on other sites More sharing options...
JeeF Posted July 1, 2015 Share Posted July 1, 2015 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 ListOutput LogBrand new install with the latest version of all mods installed, new career game, 32bit. Link to comment Share on other sites More sharing options...
ASTROmaster Posted July 1, 2015 Share Posted July 1, 2015 For safely reentry i change all temperature parameters in cfg. files of every parts what i need to (max. temp. 8000 or more). It work fine. Link to comment Share on other sites More sharing options...
Blacks Posted July 1, 2015 Share Posted July 1, 2015 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 Link to comment Share on other sites More sharing options...
JeeF Posted July 1, 2015 Share Posted July 1, 2015 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. Link to comment Share on other sites More sharing options...
JeffreyCor Posted July 2, 2015 Share Posted July 2, 2015 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. Link to comment Share on other sites More sharing options...
MatterBeam Posted July 2, 2015 Share Posted July 2, 2015 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? Link to comment Share on other sites More sharing options...
Blacks Posted July 3, 2015 Share Posted July 3, 2015 (edited) 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.cfgI 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 VesselGemini Comand PodRC-001S Remote Guidance2 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 KgDeorbit start Point ~170000 mBurning starting point: Altitude 80 000 m > 81 000 with Speed ~7400 m/s SurfaceSafe Point Altitude ~10000 m with Speed: ~350 SurfaceAblator left 77.58 from 648Critical Skin Temp: ~1300Time: ~18 minFor safe succesful land was need 3 parachute what was give me ~10 m/s:A. 1 x Mk16 ParachuteB. 2 x Mk12-R Radial Mount Droguep.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 settinghope 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 1.0.4all credit goo special to RO what was perfect place to look & source of inspirationMy next target look & see how parachute & Coms value work in ROp.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 RSScya 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 July 4, 2015 by Blacks More info after more testing Link to comment Share on other sites More sharing options...
Guso59 Posted July 4, 2015 Share Posted July 4, 2015 Congrats on your work. It looks awsome! Cannot wait for me to get a linux install.Hi,guysCan you upload game data files ? Link to comment Share on other sites More sharing options...
oguz Posted July 4, 2015 Share Posted July 4, 2015 From small testhttp://i.imgur.com/JrxEyJQ.jpghttp://i.imgur.com/W41h1GU.jpghttp://i.imgur.com/GH305pd.jpghttp://i.imgur.com/X9qdKi9.jpghttp://i.imgur.com/xJn8EP3.jpghttp://i.imgur.com/GCzDybM.jpghttp://i.imgur.com/Cgo7WyS.jpghttp://i.imgur.com/BqaVeMa.jpghttp://i.imgur.com/EfaPjfJ.jpghttp://i.imgur.com/nmg3qlo.jpghttp://i.imgur.com/tgvqstI.jpghttp://i.imgur.com/hnfPXnb.jpgIt 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 Link to comment Share on other sites More sharing options...
NathanKell Posted July 4, 2015 Author Share Posted July 4, 2015 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). Link to comment Share on other sites More sharing options...
Blacks Posted July 4, 2015 Share Posted July 4, 2015 (edited) 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 Edited July 4, 2015 by Blacks Link to comment Share on other sites More sharing options...
Einkleinermensch Posted July 4, 2015 Share Posted July 4, 2015 Hi, guys. I just playing 10.0.1 on Linux (KSP ver. 1.0.2) and today RSS doesn't want to launch.Here's my log (I removed all mods except RSS, RSS-Textures and Kopernicus):http://pastebin.com/SaEfRWW5 Link to comment Share on other sites More sharing options...
NathanKell Posted July 4, 2015 Author Share Posted July 4, 2015 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. Link to comment Share on other sites More sharing options...
Einkleinermensch Posted July 4, 2015 Share Posted July 4, 2015 Hmm, sorry, but I've overwrote logs when complete deleted RSS and Kopernicus and installed them again. It looks like a some Ubuntu magic Link to comment Share on other sites More sharing options...
NathanKell Posted July 6, 2015 Author Share Posted July 6, 2015 Changelogv10.1Actually 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. Link to comment Share on other sites More sharing options...
Blacks Posted July 6, 2015 Share Posted July 6, 2015 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!!! ) 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 sirtesting mod engage Link to comment Share on other sites More sharing options...
NathanKell Posted July 6, 2015 Author Share Posted July 6, 2015 No, that means the shockwave temperature will be 6000K at 7.3km/sec. I've tested and reentered just fine with heat shields.... Link to comment Share on other sites More sharing options...
Blacks Posted July 6, 2015 Share Posted July 6, 2015 Test Round 1: = Kansas - Dust in WindAircraft used: Stearwing D45 (stock)1 x Radiator Panel small, each side, in front to try save RCS = fail2 x Radiator Panel small inside cargo to try to save battery = failStart Data Point Log A.Alt: 171 547 mSp : 7063.30 m/s (surface)VSP: -349.65 m/sHSP: 7055.71 m/sTemp[l]: 15.68 C / 2226.85 CTemp: 16.75 C / 2226.85 CTR : 48.05 kWTR [l] : 00.00 kWTR [Cd]: 42.49 kWTR [Cv]: 00.00 kWTR [R] : 5.56 kWStart Data Point Log B. (first sine of heat efect visual)Alt: 126 440 mSp : 7122.70 m/s (surface)VSP: -421.52 m/sHSP: 7111.73 m/sTemp[l]: 20.33 C / 2226.85 CTemp: 26.46 C / 2226.85 CTR : 495.60 kWTR [l] : 00.00 kWTR [Cd]: 187.58 kWTR [Cv]: 306.52 kWTR [R] : 1.49 kWStart Data Point Log C.Alt: 79 890 mSp : 7181.90 m/s (surface)VSP: -474.46 m/sHSP: 7168.12 m/sTemp[l]: 100.84 C / 2226.85 CTemp: 326.00 C / 2226.85 CTR : 19038.36 kWTR [l] : 00.00 kWTR [Cd]: 6931.67 kWTR [Cv]: 12214.42 kWTR [R] : -107.74 kWStart Data Point Log D. the end evrything is just dust in ze windAlt: 40 506 mSp : 6738.50 m/s (surface)VSP: unkown m/sHSP: 6738.50 m/sTemp[l]: 772.80 C / 2226.85 CTemp: 2218.42 C / 2226.85 CTR : 93241.20 kWTR [l] : 00.00 kWTR [Cd]: 33636.53 kWTR [Cv]: 88609.62 kWTR [R] :-29004.95 kWi 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 Link to comment Share on other sites More sharing options...
Devilsgamer666 Posted July 6, 2015 Share Posted July 6, 2015 Does this include all 5 of the dwarf planets? Link to comment Share on other sites More sharing options...
NathanKell Posted July 6, 2015 Author Share Posted July 6, 2015 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. Link to comment Share on other sites More sharing options...
A2K Posted July 7, 2015 Share Posted July 7, 2015 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. Link to comment Share on other sites More sharing options...
Data Posted July 7, 2015 Share Posted July 7, 2015 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. Link to comment Share on other sites More sharing options...
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