Makeone Posted June 12, 2014 Share Posted June 12, 2014 Makeone: RealEngines follows one very simple rule: whatever an engine does in real life it does in KSP. I don't use KSPI; RF still uses the compatibility file Fractal_UK made for RF many moons ago. So you're saying that's not doing anything, basically?I'll take that back, i apparently forget to copy another folder that is needed by the KSPI. It works as it should be. Link to comment Share on other sites More sharing options...
pjf Posted June 12, 2014 Share Posted June 12, 2014 Woah, the new 6.2 release looks beautiful. And my frame-rate seems to have jumped up since 6.1, so thumbs up all around!I've also upgraded to Kethane 0.8.6, and I've noticed the moon now has the kethane mapping sphere *around* it (just hanging in space), rather than on its surface. At first I thought it was a really cool effect showing the sphere of influence for a body, but when I toggle the kethane map overlay it shows the hex grid on it. The same can be seen for some other planets and moons (and others are drawn just fine).I upgraded both Kethane and ROv at the same time. The overlay on the earth looks just fine. I don't know if Kethane is making assumptions about the size of each body and drawing the spheres in the wrong spots, or if there's something else going on.I would have screenshots and a proper set of steps to reproduce, but I'm about to hop on a flight, so right now I'm just checking if anyone else has encountered this and if there's a known fix.Many, many thanks for your awesome work!~ pjf Link to comment Share on other sites More sharing options...
Hodo Posted June 13, 2014 Share Posted June 13, 2014 I have noted I am getting a chain of nullref errors coming from Engine Ignitor... NullReferenceException: Object reference not set to an instance of an object at EngineIgnitor.ModuleEngineIgnitor.GetAccelerationOfMFSFuelBoilOff () [0x00000] in <filename unknown>:0 at EngineIgnitor.ModuleEngineIgnitor.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 at Part.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Link to comment Share on other sites More sharing options...
NathanKell Posted June 13, 2014 Author Share Posted June 13, 2014 swamp_ig found the issue: it's due to an issue in Engine Ignitor where the released build is not using the Pressurized dictionary.pjf: thanks so much!The Kethane issue is because Kethane assumes scaled space is not messed with. I mess with it, as of 6.2. If it's an issue, find wrap=true in RSS.cfg and change it to false. You'll lose the new meshes, but you'll get good Kethane wrapping again. Link to comment Share on other sites More sharing options...
Hodo Posted June 13, 2014 Share Posted June 13, 2014 swamp_ig found the issue: it's due to an issue in Engine Ignitor where the released build is not using the Pressurized dictionary.pjf: thanks so much!The Kethane issue is because Kethane assumes scaled space is not messed with. I mess with it, as of 6.2. If it's an issue, find wrap=true in RSS.cfg and change it to false. You'll lose the new meshes, but you'll get good Kethane wrapping again.Or option 2....Download ScanSat and use its maps for your Kethane mapping and turn off the grid. Link to comment Share on other sites More sharing options...
pjf Posted June 13, 2014 Share Posted June 13, 2014 The Kethane issue is because Kethane assumes scaled space is not messed with. I mess with it, as of 6.2. If it's an issue, find wrap=true in RSS.cfg and change it to false. You'll lose the new meshes, but you'll get good Kethane wrapping again.You rock so hard. I'm assuming aside from the visual effect that there's no actual harm in having the kethane spheres scaled incorrectly, so I'll leave things as they are for now.As another aside (and I've realised this may be better in the RSS thread), I've noticed that deleting all the *.obj files causes them all to be regenerated on game load, except for Kerbin.obj. Is that intentional? (I'm not exactly sure what the *.obj files are used for underneath, but I presume they're something to do with everything looking so beautiful and rendering so quickly.)Download ScanSat and use its maps for your Kethane mapping and turn off the grid.The new ScanSat release candidate is actually next on my install list. Now if I only had the tech to detect kethane. Link to comment Share on other sites More sharing options...
NathanKell Posted June 13, 2014 Author Share Posted June 13, 2014 Aw, shucks :]Yeah, RSS stuff is better in that thread; but meanwhile: this is because Kerbin has wrap = false in its node. This is for compatibility with EVE, which suffers from a similar issue to Kethane. So clouds at least work for Kerbin/Earth, I'm not creating the wrapped mesh in this case, and therefore not changing the scale of the scaledspace planet.Basically, there are two ways of showing the planet: the PQS (dynamic terrain, used when close) and a static model, shown when you view the planet from far away (and are therefore in scaled space) or in map/tracking station view (ditto). Since RSS changes planet size (and thus the ratio of height above sea level to radius) and terrain (therefore *directly* changing the topography), simply scaling the original scaled space planet mesh won't do; it has to be recreated to match the new terrain. However, that is very slow (as you've found) so once it's done once I cache the files so they can be loaded directly the next time KSP loads. Link to comment Share on other sites More sharing options...
Schmonzo Posted June 13, 2014 Share Posted June 13, 2014 shouldn't RasterPropMonitor be included? Link to comment Share on other sites More sharing options...
RedAV8R Posted June 13, 2014 Share Posted June 13, 2014 shouldn't RasterPropMonitor be included?Be included for what? Link to comment Share on other sites More sharing options...
Schmonzo Posted June 14, 2014 Share Posted June 14, 2014 Be included for what?to make the game more immersive... Link to comment Share on other sites More sharing options...
RedAV8R Posted June 14, 2014 Share Posted June 14, 2014 to make the game more immersive...If that's what you want. Our plates are full enough as it is, if you want to start making IVAs, go for it. I personally rarely fly from IVA perspective, but that's just me. As such, IVAs and RPM is not a concern of mine.In addition to that, Orion, and soon Dragon V2 are the only pods that I've worked on that 'could' have it, others shouldn't because that technology wasn't on the real bird. If I'm not mistaken, both of them already do, so...kinda a moot point. Mk1-2 pod which while based on Apollo, which didn't have anything like RPM in it (besides the guidance computer I suppose), already has a config available for it if I'm not mistaken as well. Link to comment Share on other sites More sharing options...
KasraHashemi Posted June 14, 2014 Share Posted June 14, 2014 Thanks a lot NathanKell and the rest of the modding community for understanding. I would love to use the mod bundler as soon as it is available. Cheers Link to comment Share on other sites More sharing options...
Miximix Posted June 14, 2014 Share Posted June 14, 2014 Where can i get biome map for Moon in RSS? Link to comment Share on other sites More sharing options...
Reign Of Magic Posted June 14, 2014 Share Posted June 14, 2014 Or option 2....Download ScanSat and use its maps for your Kethane mapping and turn off the grid.Does that mean that Kethane Scanning will also work when it is not the focused vessel? That is the most annoying part for me when scanning for kethane. (although I might be stupid and this isn't necessary) Link to comment Share on other sites More sharing options...
Hodo Posted June 14, 2014 Share Posted June 14, 2014 Does that mean that Kethane Scanning will also work when it is not the focused vessel? That is the most annoying part for me when scanning for kethane. (although I might be stupid and this isn't necessary)You know I don't know, I haven't tried mapping the moon since that update. Link to comment Share on other sites More sharing options...
Hodo Posted June 15, 2014 Share Posted June 15, 2014 Getting closer to building a SSTO space plane in RO with AJE......The test started with some reading today about the SR-71 and the Russian Mig-25/31. This lead to this design.... which topped out at Mach 4.12.That lead to reading about the D-21 design.... and lead to this...Which weighs in at 25 tons and achieved an altitude of 116km using jets getting it to mach 2.5 then firing the rocket to boost it past the Karmin line.And hopefully by the end of the month I will have a working SSTO space plane again but this time in RO with AJE! Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 15, 2014 Share Posted June 15, 2014 I did an SSTO by being a nasty copy-cat and replicating the Skylon. It was a little more powerful since I didn't bother with payload bays and I managed to completely negate the need for RCS, meaning reentry went from very hard to impossible....so I sent a pod up to meet up with it and rescue Jeb from orbit, so much for reusability I suppose. Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 15, 2014 Share Posted June 15, 2014 Speaking of SSTO's does anyone have an updated RO config for B9 that has all of the parts resized? Link to comment Share on other sites More sharing options...
Hodo Posted June 15, 2014 Share Posted June 15, 2014 I did an SSTO by being a nasty copy-cat and replicating the Skylon. It was a little more powerful since I didn't bother with payload bays and I managed to completely negate the need for RCS, meaning reentry went from very hard to impossible....so I sent a pod up to meet up with it and rescue Jeb from orbit, so much for reusability I suppose.Was it using AJE cfg for the engines? Because I have yet to see a full RO SSTO space plane like the Skylon even work yet. Link to comment Share on other sites More sharing options...
O Nerd Posted June 15, 2014 Share Posted June 15, 2014 Just a quick question: All the probe experiments have 100% transmission rate? Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 15, 2014 Share Posted June 15, 2014 (edited) Was it using AJE cfg for the engines? Because I have yet to see a full RO SSTO space plane like the Skylon even work yet.Yeah, it was AJE 1.2 I think. Before all engines got renamed to have AJE in their name anyway. The thing still works in the latest version anyway.Here's my post about it. Edited June 15, 2014 by AndreyATGB Link to comment Share on other sites More sharing options...
Hodo Posted June 15, 2014 Share Posted June 15, 2014 Yeah, it was AJE 1.2 I think. Before all engines got renamed to have AJE in their name anyway. The thing still works in the latest version anyway.Here's my post about it.I am working on one and I am SOOO close, I figure with my play time and rate of research, I should have one working that isn't a Skylon by the end of the month. Right now I am testing hypersonic aircraft and their fuel use at altitude. I am attempting to do the Venture Star design and setup. So far I am getting to space with the setup and launch profile but unable to circularize. Working on increasing the size of the craft is the only thing I think I can do at this point. Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 15, 2014 Share Posted June 15, 2014 I am working on one and I am SOOO close, I figure with my play time and rate of research, I should have one working that isn't a Skylon by the end of the month. Right now I am testing hypersonic aircraft and their fuel use at altitude. I am attempting to do the Venture Star design and setup. So far I am getting to space with the setup and launch profile but unable to circularize. Working on increasing the size of the craft is the only thing I think I can do at this point.My only problem with SSTOs in RSS is that reentry sounds like a pain. You'd need a high AoA to slow down and stay in the upper atmosphere as long as possible, which starts at 180km. So we're talking about actively controlling the vessel from the moment it touches the atmosphere up until it lands, constantly trying to keep it at 90-100km until it slowly bleeds off its velocity. Without budgets, I'm not willing to deal with this compared to a simple pod reentry. The feeling of getting a plane in orbit is incredible though, definitely worth the effort just for that. Link to comment Share on other sites More sharing options...
Hodo Posted June 15, 2014 Share Posted June 15, 2014 My only problem with SSTOs in RSS is that reentry sounds like a pain. You'd need a high AoA to slow down and stay in the upper atmosphere as long as possible, which starts at 180km. So we're talking about actively controlling the vessel from the moment it touches the atmosphere up until it lands, constantly trying to keep it at 90-100km until it slowly bleeds off its velocity. Without budgets, I'm not willing to deal with this compared to a simple pod reentry. The feeling of getting a plane in orbit is incredible though, definitely worth the effort just for that.While this is a pain even in the basic KSP it is a price you pay. I am considering a SSTO vertical launch and lander like the Grasshopper project. But the fuel use on landing is just stupid and the need for a throttlable rocket engine only adds to the problem. Link to comment Share on other sites More sharing options...
JT2227 Posted June 16, 2014 Share Posted June 16, 2014 Does anyone have the remote tech config files for this? Like, real world tracking stations or just from the launch centers.Any help would be nice. Link to comment Share on other sites More sharing options...
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