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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14


NathanKell

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So for the next RO release, our engines will be changing? Good to know -- I won't build any persistent or long-term spacecraft until its out. (Satellites, on the other hand...)

And if there's any way to have make one of these plugins allow for throttle-kill to actually set thrust to zero, that would be handy. As it stands, I now have to tie up two action groups -- one for the engine on an orbiter stage, and one for the engine on the payload stage. For a spacecraft with nontrivial engine layouts, this could quickly eat up many valuable custom action slots.

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Re: N2O/Amines. Ah, I see the problem. Representing N2O as a gas at STP means its density is miniscule, which makes the ratio too much for my spreadsheet. I'll fix.

Re: engine FX. As asmi said, it's a stock bug we both reported. For now, HoneyFox points the way to the fix (which, FYI, I thought I had in ModularEngines, but I must not be doing it quite right).

Re: RealEngines. Dragon01, I've said before in this very thread that they will be the standard engine selection. :)

I just don't have an updated one from SFJackBauer, hence why the prerelease has been using RftS Engines to show off the new RealFuelsv4 features.

Well the exact codes i used is here:

                                        vessel.ctrlState.mainThrottle = 0.0f;
engine.SetRunningGroupsActive(false);
foreach (BaseEvent baseEvent in engine.Events)
{
//Debug.Log("Engine's event: " + baseEvent.name);
if (baseEvent.name.IndexOf("shutdown", StringComparison.CurrentCultureIgnoreCase) >= 0)
{
baseEvent.Invoke();
}
}
engine.SetRunningGroupsActive(false);

And it works, but i'm not sure what part of them is really fixing the issue. Plus, i don't know if "vessel.ctrlState.mainThrottle = 0" actually works here.

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I do

if(!engine.EngineIgnited)
engine.DeactivateRunningFX(); // fix for SQUAD bug

which is insufficient.

jrandom: obviously you get to pick. :)

RO default will be SFJB's RealEngines, but I'll obviously still offer RftSEngines as an alternative, since I'll be using them myself and what's the point of making and not sharing? So if you like those engines, and/or the Reaching for the Stars-verse, then...

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jrandom: obviously you get to pick. :)

RO default will be SFJB's RealEngines, but I'll obviously still offer RftSEngines as an alternative, since I'll be using them myself and what's the point of making and not sharing? So if you like those engines, and/or the Reaching for the Stars-verse, then...

I stuck with the RO engines because RealEngines still seemed a work in progress and didn't support all the engines RtfSEngines did. If RO updates to defaulting to RealEngines and it gives me the variety I need (via stock and KW motors), I'll upgrade and use it instead. I'm in this for the realism, darn it!

I just completed my first docking mission done with engines that had a minimum thrust setting... adds a whole new challenge. Scary, actually.

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I do

if(!engine.EngineIgnited)
engine.DeactivateRunningFX(); // fix for SQUAD bug

which is insufficient.

jrandom: obviously you get to pick. :)

RO default will be SFJB's RealEngines, but I'll obviously still offer RftSEngines as an alternative, since I'll be using them myself and what's the point of making and not sharing? So if you like those engines, and/or the Reaching for the Stars-verse, then...

I never trust that EngineIgnited & EngineShutdown... In my experiments, sometimes they gave me wrong values.

And that's why i tried hard and finally found a different way (checking KSPEvent.active) to check if an engine is activated or not.

Anyway, you can try using my codes and see if it works. and if you have more time, try to remove some of these lines to locate what exact line is doing the trick. :)

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I stuck with the RO engines because RealEngines still seemed a work in progress and didn't support all the engines RtfSEngines did. If RO updates to defaulting to RealEngines and it gives me the variety I need (via stock and KW motors), I'll upgrade and use it instead. I'm in this for the realism, darn it!

I just completed my first docking mission done with engines that had a minimum thrust setting... adds a whole new challenge. Scary, actually.

I haven't found a place for the stock engines... yet! I do have plans for them. However KW Rocketry is fully done, and AIES and almost all NP. But I do recommend getting the other engines packs I list on the RealEngines post since there is no way to cover everything with only KW. The other big thing that is missing in relation to RtfSEngines is tech levels - if you are playing career you better off stay away from RealEngines for now.

RealEngines v0.3

- Added minimum throttle setting for engines that support it

- Adjusted RL10 Isp and RD-170 mass

- Added in-game description for all engines

- Updated B9 rescale to include all HL fuselage parts

- Limited max TechLevel to 0, until proper TechLevel support is added

Note that the updated engine list has information for restartability, but I haven't included the EngineIgnitor configs on this release - it is more complex than I thought would be for one work-day. It should be in the next update though.

Link to download on this post.

Edited by SFJackBauer
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I'm playing "Sandbox Science" which is career mode with all technologies tossed into the 'start' category.

Okay, lessee... I have AIES as well as KW but had removed NovaPunch. I suppose I can re-add it. (I removed it because of all the extra parts, but now I've gone through and deleted fuel tanks, fairings, etc... from all my other packs so there's no reason I can't do that with NovaPunch as well.)

I'll grab RealEngines and move forwards with it from here on out since I'll be using it when RO officially releases again anyways. :) And I don't have any persistent craft at the moment since I just started a new savegame.

For the stock engines... hrm. Maybe just pick the closest real-world engine and give it those stats? I don't really care if they exactly duplicate the stats of existing AIES/KW/NP engines since sometimes it comes down to engine size as well as stats. You could use the stock engines to round out any size gaps maybe?

Also, have you considered adding the Space Shuttle parts engines?

Edited by jrandom
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You can live with AIES and KW only, since NP is such a colossal pack and RAM eater. what I really recommend is getting Bobcat's russian engines for lots of Kerosene-burning alternatives.

I have published the engines list on Google Docs, so you can sort any way you want by thrust, or by modpack, or by type.

EDIT - Ninja'ed - Yes! I will add the Space Shuttle engines in the next update. Point is - there will be no fictional engines here, so don't expect a baby-size SSME or something like that. At most, there will be duplicate in-game engines related to real-world engines.

Edited by SFJackBauer
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Do I have to disable any other configs besides RealFules/Engines.cfg and RealismOverhaul/RtfsEngines.cfg? I'm getting lockup during loading with RealEngines.

That's the only two - try removing the other cfgs leaving only the real_engines_* ones? If still doesn't work put up the output_log.txt.

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That's the only two - try removing the other cfgs leaving only the real_engines_* ones? If still doesn't work put up the output_log.txt.

If I understand this right, does this mean disable all engine configs within RO and RF?

Edit: Here's the output log with just the regular RtfsEngine.cfg disabled. The prerelease RO doesn't include Engines.cfg so nothing need be done there. Looks like it's failling on BobCatind/Sovietengines/NK33/part/NK33.

Edit 2: Say, the RO prerelease has a B9 rescale. Should I disable that as well?

Edited by jrandom
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If I understand this right, does this mean disable all engine configs within RO and RF?

Edit: Here's the output log with just the regular RtfsEngine.cfg disabled. The prerelease RO doesn't include Engines.cfg so nothing need be done there. Looks like it's failling on BobCatind/Sovietengines/NK33/part/NK33.

Edit 2: Say, the RO prerelease has a B9 rescale. Should I disable that as well?

Sorry should have been more specific. With the RealEngines I uploaded other cfgs that rescale B9, CSS and other small stuff. Try deleting those.

Does RO have a B9 rescale? I have missed it entirely then...

EDIT - I see now, Nathan must have included an old B9 rescale I did in the RO zip. The one I've uploaded with RealEngines is the latest, so yes, if you use B9, delete the B9_rescale.cfg inside the RealismOverhaul. Still it shouldn't be the reason of the lockup.

Edited by SFJackBauer
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Okay, I'm a bit lost with which files to disable. This is what I currently have enabled:

RealFuels:

  • B9_JetEngines.cfg
  • B9_modularEngines.cfg
  • FTmN_modularEngines.cfg
  • KethaneConverter.cfg
  • KSPI_MFS.cfg
  • KSPX_modularEngines.cfg
  • NP2_NTR_modularEngines.cfg
  • Squad_NTR_modularEngines.cfg
  • Stretchy.cfg
  • TT_modularEngines.cfg

I don't see anything in RealismOverhaul/ that pertains to engines, aside from RftSEngines.cfg and B9_rescale.cfg, which I've disabled.

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Was referring to the files inside the RealEngines folder.

But nevermind, I found the culprit. Bobcat's SovietEngines comes with a ModuleEnginesConfig by default, so it conflicts with mine. I have updated the cfgs to delete these default configs, so you just have to re-download the RealEngines.

RealEngines v0.3.1

- Fixed a conflict with Bobcat's SovietEngines.

Link to download on this post.

Edited by SFJackBauer
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I just tried out the F1 engine (after replacing the space in the name with an underscore) and it overheats very quickly and explodes shortly after launch. Am I missing something? It's attached to a stretchytank.

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RealShuttle v0.1

Okay, a week ago or more I said I'd share the shuttle I was working on, but then 0.23 struck and... well everything stopped working. Now that the hurricane is almost gone, I can share it. Its the result of much head-bashing and hours and hours of frustration. Its 2300 tons of pure sweat and blood.

For this it would be needed:

- B9 Aerospace

- latest FAR

- latest ExsurgentEngineering

- Hakari SSRB with HoneyFox EngineController plugin

- ComponentSpaceShuttle ExternalTank, SRB Decoupler and SRB Separatrons

- KW Rocketry for the super strut and nosecones

- pWings 0.6 (have to rename the procedural B9 control surface to pWings_B9_Aero_Wing_ControlSurface_SH_4m, otherwise it conflicts with B9)

- One engine from NovaPunch (its the NP_LFE_2_5m_BearcatSingle)

- RLA Stockalike alternative engine models

- DummyWeights - I refused to artificially increase the B9 parts masses, so to get closer to the real thing dry mass I had to use 10t of these ballasts)

- The usual suspects - RSS, MFS, StretchyTanks, RO and my RealEngines configs

>> Download <<

The two things that took absolutely the most of my time were the SRB separation and the re-entry. The SRB separation must be done wings level and with the vehicle at a stable attitude, or they WILL hit the wings. The re-entry I have done only from a 300km circular orbit - burn exactly at the longitude 125º 40' E (yes, the minutes of longitude are important). Burn until periapsis is at -40km, then turn around and hold 45º pitch until Mach 4, then take control and land.

I DO want to write a thorough guide, but for now I'm too mentally tired to do it. I have put up two videos with the ascent and re-entry, hopefully this will be useful.

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I just tried out the F1 engine (after replacing the space in the name with an underscore) and it overheats very quickly and explodes shortly after launch. Am I missing something? It's attached to a stretchytank.

Hmm must be the heatProduction. Try lowering from 500 to 10 or something - I'll add it to the TODO list.

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RealShuttle v0.1

Okay, a week ago or more I said I'd share the shuttle I was working on, but then 0.23 struck and... well everything stopped working. Now that the hurricane is almost gone, I can share it. Its the result of much head-bashing and hours and hours of frustration. Its 2300 tons of pure sweat and blood.

For this it would be needed:

- B9 Aerospace

- latest FAR

- latest ExsurgentEngineering

- Hakari SSRB with HoneyFox EngineController plugin

- ComponentSpaceShuttle ExternalTank, SRB Decoupler and SRB Separatrons

- KW Rocketry for the super strut and nosecones

- pWings 0.6 (have to rename the procedural B9 control surface to pWings_B9_Aero_Wing_ControlSurface_SH_4m, otherwise it conflicts with B9)

- One engine from NovaPunch (its the NP_LFE_2_5m_BearcatSingle)

- RLA Stockalike alternative engine models

- DummyWeights - I refused to artificially increase the B9 parts masses, so to get closer to the real thing dry mass I had to use 10t of these ballasts)

- The usual suspects - RSS, MFS, StretchyTanks, RO and my RealEngines configs

>> Download <<

The two things that took absolutely the most of my time were the SRB separation and the re-entry. The SRB separation must be done wings level and with the vehicle at a stable attitude, or they WILL hit the wings. The re-entry I have done only from a 300km circular orbit - burn exactly at the longitude 125º 40' E (yes, the minutes of longitude are important). Burn until periapsis is at -40km, then turn around and hold 45º pitch until Mach 4, then take control and land.

I DO want to write a thorough guide, but for now I'm too mentally tired to do it. I have put up two videos with the ascent and re-entry, hopefully this will be useful.

Wow that ascent video is gorgeous. (except that stock bug of flame FX :P) almost giving me an illusion that this is an video made with Orbiter if i just focus on the craft, ignoring KSP's UI.

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SFJackBauer, make sure your @PARTs are :Final, and also include a !MODULE[ModuleEngineConfigs] {} for each @PART before you do your MODULE {}, to account for the eventuality that there's an existing config. That should make a good safeguard.

Great to see the next version of RE out--can't wait to try it.

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This is probably going to sound really dumb, so apologies in advance.

What exactly is this mod doing that the mods' it recommends aren't already doing?

From what I can best understand, it's additional tweaks to "Modular Fuel System Continued v3.3+ RFRM"?

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The biggest practical change is electricity overhaul: 1 ElectricCharge per second = 1 kilowatt. Thus batteries, solar panels, RTGs, and pod/probe EC draw are changed (batteries are set at 320,000EC per ton).

Also includes changes to heat shields so they work in RSS.

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Hey,

I've read through the last few pages of the mods threads and I was a little confused on the most recent stable experimental versions for MFS, RO, and stretchy for use together. Can someone point me in the right direction?

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Here they are:

MFT v4 pre10: https://www.dropbox.com/s/ch8sw3iqtzv9dt7/ModularFuelTanks_v4_pre10.zip

OR

RF v4 pre10: https://www.dropbox.com/s/g49soc45iraz5ji/RealFuels_v4_pre10.zip

unchanged since pre9:

RO: https://www.dropbox.com/s/yt5f90v47cqpwfx/RealismOverhaul_v3pre2.zip

Note that in RF/RO engine throttles are limited (by type, techlevel, and the individual engine). Some can't throttle at all, some can throttle deeply; most U and L don't get any throttling until TL4 or so. As before, note that stock RCS is (a) modular and (B) defaults to hydrazine, which is *not* ALL_VESSEL.

Link to stretchy pre for use with these: https://www.dropbox.com/s/rcemfqzq1ci4tnw/StretchySRB_v8pre1.zip

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