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


NathanKell

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Yep, it was broken, fixed it the day before yesterday. Pretty sure it didn't make it to the 6.0 release, IF I get things settled with 6.0 before 0.24 I will release it, with a 0.24 compatibility update following it.

Is .24 due out soon? I keep seeing everyone getting ready for it, but I haven't bothered to read the development thread in a while.

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ALRIGHT!

RO v5.2 is out. Doesn't have the TweakScale stuff, that is in 6.0 which will be released shortly after 0.24 of KSP is released. That'll give us enough time to finish the few small things up there.

Nathan's OP still says 5.1.

Should I just reget it from GitHub source?

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I am still tracking down that bug that is causing all my errors in the log. I am tempted to do another clean install and see if that fixes it, but not looking forward to it. Not exactly the easiest thing now that I have RO in a seperate install on my computer so Steam doesn't auto update it.

I'm not getting that error in my install. Clean install would be wise.

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Is .24 due out soon? I keep seeing everyone getting ready for it, but I haven't bothered to read the development thread in a while.

Yes, 0.24 is in experimentals, so release is imminent...no time frame, but I'm guessing within a week or two.

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I would be interested in a Spaceplane Plus rescale once the new parts are out. Maybe something closer to Skylon dimensions? (I don't actually know how much larger the parts should be, just that they're all stock kerbalsized right now.)

Edit: Instead, maybe have two rescalings -- full-Skylon width, and... I dunno, another at maybe half that?

I've added it to my list!

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So now that i'm home I took a look at my most recent campaign's mods that have parts i'd like to see supported:

KAS

Infernal Robotics

SCANSat

Universal Storage

KAX

RealChutes (Think this is already good?)

SDHI FusTek Station Parts and Service Module (I think this is being done?)

I'm also eyeballing Modular Kolonization System, but haven't made a decision on this one yet.

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IronGremlin: that's exactly what the Mod Bundler is supposed to do. Only issue: it was out of date. OtherBarry has reworked the manifest, now it's waiting on me tweaking the code to point to the new stuff.

....you wouldn't happen to know Ruby and/or Java, would you? :D

jrandom: "Your only enemy is physics." --sigged. :D

Agathorn: RO has *always* been 100% real scale. When I was first bandying about the idea on the dev forum, we were thinking maybe 0.64x, but that was before I managed to make RSS. Since RSS v1 (which far predated any released form of RO) RO has always been 100% real scale and 100% real mass.

The reason your engine sizes are wacky in career is because career is set up for the engines' original stats (and has many other problems). Use RPL. Sadly right now it only supports RftS engines, not RealEngines, but it's planned to support them too.

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Oh sure...Friz just released 4.92...guess there will be a v5.3 release as soon as I get things updated there.

Agathorn. I added those on my list and I'll at least take a look at them...generally, most of those don't require anything, but I'll do what I can.

Edited by RedAV8R
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Agathorn. I added those on my list and I'll at least take a look at them...generally, most of those don't require anything, but I'll do what I can.

Probably not much but they probably at least need proper mass and size right? Also US contains tanks for things like O2, Water, CO2, etc. Its actually a very cool realistic set of service module parts and they might actually already have real world values, or close to it.

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Well AJE is supposed to be used with RSS anyway and its aim is realistic jet engines. You shouldn't need to change anything for them to work, though keep in mind the engines are likely to be 1.25m. Spaceplane hangar isn't rescaled by RO.

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Probably not much but they probably at least need proper mass and size right? Also US contains tanks for things like O2, Water, CO2, etc. Its actually a very cool realistic set of service module parts and they might actually already have real world values, or close to it.

Yeah, US has been on my list for a bit and will be quite easy to do once those ahead of it are done.

With the "Advanced Jet Engine" mod, do I use his Real Fuels configs, or are there ones included in RO to use instead?
Well AJE is supposed to be used with RSS anyway and its aim is realistic jet engines. You shouldn't need to change anything for them to work, though keep in mind the engines are likely to be 1.25m. Spaceplane hangar isn't rescaled by RO.

Correct, AJE is actually separate from RO/RF, etc, in fact AFAIK it doesn't care what fuel it uses, as long as it has something. Basically LiquidFuel and Kerosene act the same, so it just uses whatever that part is otherwise configured with.

@RedAV8r I'm grabbing the Space Shuttle Engines mod for the KM_Gimball and wondering if the actual parts in that mod are supported?

The SSMEs are the 2 or 3 OMS engines will be and I'm going to make one of the tanks be the size of the Shuttle ET, with another using TweakScale to make any other size (IF it supports it), the other parts I believe are all surface mounts.

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AJE engines are 400cm, 500/625cm (don't remember) and 1m/1.25m, as I recall.

None of them worked, though. It needs instructions for air intake use. I eventually made one work by attaching the radial intake directly onto the engine nozzle.

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AJE engines are 400cm, 500/625cm (don't remember) and 1m/1.25m, as I recall.

None of them worked, though. It needs instructions for air intake use. I eventually made one work by attaching the radial intake directly onto the engine nozzle.

Only intakes that have an intake area when you hover over them work. The stock ones work for example, there's some that don't. I posted a MM patch in the AJE thread a while back to fix the intakes that didn't work in my install.

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The FASA Apollo CM heat shield isn't scaled up for some reason. Anybody know how to scale the heat shield up with the rest of the parts?

http://i.imgur.com/hdjQdiX.png

I will look into this, also, for future reference, don't post the same thing in two threads, if RO scaling is what you are having problem with, post here, not on FASA's too. Since RO does completely change darn near everything, come here first.

That said, ensure that you have the LATEST VERSION OF FASA...well right now not completely accurate as 4.92 was just released moments after ROv5.2 hit, however 4.91 works just fine with the latest RO v5.2 that was just released yesterday as well.

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I will look into this, also, for future reference, don't post the same thing in two threads, if RO scaling is what you are having problem with, post here, not on FASA's too. Since RO does completely change darn near everything, come here first.

That said, ensure that you have the LATEST VERSION OF FASA...well right now not completely accurate as 4.92 was just released moments after ROv5.2 hit, however 4.91 works just fine with the latest RO v5.2 that was just released yesterday as well.

Sorry, I just wanted to be redundant.

I just installed FASA today, it is v.4.92. So you think I should redownload ROS v 5.2?

Edited by TeeGee
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Sorry, I just wanted to be redundant.

I just installed FASA today, it is v.4.92. So you think I should redownload ROS v 5.2?

In a way, that is double posting, which is frowned upon in any forum.

I haven't tested 4.92 yet let alone made any changes.

RO v5.2 contains the latest, which is what you want and need.

DO THIS...if you can get FASA 4.91, great, if not 4.92 is unsupported at this time, hopefully by tonight I'll get it done and release RO 5.2.1.

NOW, nuke(delete) your exisiting FASA and RealismOverhaul folders within your GameData folder. Now install the latest RO and whatever FASA you can get. FASA 4.91 is supported and 4.92 is not. HOWEVER what I can tell you is that there were no changes to the Apollo Heat Shield between 4.91 and 4.92, so THAT particular part should be fine.

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Solved.

I downloaded the new ROS from Github and that fixed the scaling issues. Thanks for the help!

Yep, ensuring everything is up to date resolves A LOT of issues and is a basic troubleshooting skill missed by many.

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How do I revert the scale of the stock parts and the stack size system? Kerbals are much smaller than humans even with the real size planet and the command pods of human size seem too big and unrealistic. Also most other parts do not work well with this size system and on some parts the difference between the visual and physical model becomes so great that I can not see something small that I have radially attached to the surface.

And another question. I have always thought of ways of removing that magic torque force from the parts but I have never thought of how am I supposed to control the command pod and keep it going nose first when making an escape tower abort for example?

Edited by Kitspace
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ok When Using RT, I lose contact with my ground stations over the mid Atlantic. What do i do about this small problem? I have CerberusRCAF RT edit?

Not entirely sure what that CerberusRCAF RT edit is off the top of my head...but otherwise need longer ranged antenna, more/better ground stations, or orbital relays.

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How do I revert the scale of the stock parts and the stack size system? Kerbals are much smaller than humans even with the real size planet and the command pods of human size seem too big and unrealistic. Also most other parts do not work well with this size system and on some parts the difference between the visual and physical model becomes so great that I can not see something small that I have radially attached to the surface.

Delete the RealismOverhaul and RealSolarSystem folder.

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