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[0.23.5] [WiP] RedAV8R Realism Packs for RSS - Last Update 18 June 2014


RedAV8R

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Don't mean to bother you, or ask for a solution. But I noticed on 0.23.5 that some FASA parts have weird collision. If I build the Saturn IB or the Gemini rocket, the pods fall through the rocket. It's weird to explain, I've been looking in the logs for something that may be more useful but I've found nothing. It only happens with FASA parts. I've had this problem with the Apollo SM and the Gemini Service Module.

Again, just making you aware of this, I don't expect a solution.

I've gotten the same glitch happening with other parts. Last time with a nosecone and separator boosters from B9 or KWRocketry falling through the top of my rocket. Maybe it has to do with how joints now work in KSP .23.5?

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Really spamming this thread now. But I found another bug with the Laztek Dragon capsule and the Gemini pod. They behave as if they travel at 407,9 m/s on the launchpad, getting mach effects, EVA's resulting in "Bail out" etc. Seems like orbital velocity showing 0 m/s is getting mixed up with surface velocity showing 407,9 m/s. The Mercury capsule however seems unaffected by this. Just want to help out, I don't mean to sound as if I'm complaining because I'm not.

Edited by ThorBeorn
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Thanks, ThorBeorn, I noticed the launchpad issue as well, all should be fixed in due time. Just going to take a bit. At this time FASA is still in beta for .23.5 and LazTek hasn't done any updates to his stuff either for .23.5, until they do, best I can do is keep waiting a bit to see what they do before I go along and fix things. Still going to be working on it through this weekend, so give it time, thank you for reporting things though.

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Nathan, you are right, parts shouldn't have compatibility issues...of course, SOMETHING, which I don't know what yet, is causing effects issues...I'd rather wait for proper updates from them before I go changing things to make the old work...then when they do change something and issue an update, tweak, whatever, I have to still go though and see what changed, and if those changes require any changes on my end. Not that I blame him, but I have caught that Frizz renamed several folders, so now model mapping has to be redone, now obviously Frizz is a special case because of his multiple updates, where as others usually update less frequently. As I finished saying, I'm working on FASA right now as we speak. With a little luck, should be mostly done by tomorrow...size updates and everything.

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Logs were of no use. Only interesting thing I saw was

NullReferenceException: Object reference not set to an instance of an object

at TweakableRCS.ModuleTweakableRCS.LateUpdate () [0x00000] in <filename unknown>:0

NullReferenceException: Object reference not set to an instance of an object

at ModuleEngines.SetRunningGroupsActive (Boolean active) [0x00000] in <filename unknown>:0

at ModularFuelTanks.ModuleEngineConfigs.SetThrust () [0x00000] in <filename unknown>:0

at ModularFuelTanks.ModuleEngineConfigs.FixedUpdate () [0x00000] in <filename unknown>:0

I've seen the Apollo CSM tank make anything connected to the top node drop through the tank until it hits the tank. Sometime the tank will go with the falling object and sometimes it will stay. Only happens with the top node, bottom node is unaffected.

Eventually though, the sky disappeared completely and ksp started lagging. The CSM tank then proceded to phase through the launch pad and fall down into oblivion, taking the camera with it. When I timewarped, the CSM came back close but went away again when I took off the warp.

I'm going to analyse every stock rocket provided with the new FASA 4.01 save.

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-FASA Agena Target Vehicle: Mach supersonic effects around launchpad and rocket. Agena D bus/guidance unit and everything above it detaches from tank, flies a few dozens of meters up in the air, falls down, phasing through the rocket and exploding when it touches the launchpad

-FASA Apollo LEM: No problems seen with the model itself. Descent engine doesn't appear to fire while taking up engine ignitor hypergolic units

-FASA Apollo Saturn S-1B SA-204: It sends EVERY part flying in every direction like a grenade. Pictures here: http://imgur.com/a/w3E8v I believe the LEM is somehow responsible

-FASA Explorer: The fairing is resized for the juno probe and looks goofy with the other parts being properly scaled. Mach effects at the launchpad. No phasing at all and could technically fly

- FASA Gemini Big G: Mach effects. Gemini pod flies up a few meters. Crew compartment phases through the pod and keeps going up into infinity. Gemini pod phases through launchpad but is held from falling through the planet by the nose cone. I believe the gemini pod is the cause

-FASA ICBM: Mach effects. Everything below the guidance unit probe core is detached and flies around, phasing through the stationary parts. Falls to the ground and suffers collision damage. Warheads are also bigger than they should be, phasing through their fairing and their engine produces firing effect in the VAB and in flight when not activated

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I'd call that lotsa use, since it sounds like TweakableRCS might be interfering with RF. Though as always with logs, please post'emall: might be stuff that looks normal to you that might not to someone else.

The point of FX firing in VAB is usually some module exceptioning out...

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I FOUND THE REASON! Thanks to nathan for helping me realize. The mod TweakableEverything is the cause. From the gemini pod ejecting smoke from the bottom, to the Apollo CSM phasing parts. It makes sense now, it was the cause of TweakableRCS, which I found out is part of TweakableEverything. You should also update FAR, I did that as well and it may or may not help too.

Edit: Can confirm, only happens with Tweakable Everything, FAR version is irrelevant. Ships no longer have mach effects or phasing issues.

Edit2: Latest version of TweakableEverything does NOT fix the problem

Edited by coldblade2000
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I FOUND THE REASON! Thanks to nathan for helping me realize. The mod TweakableEverything is the cause. From the gemini pod ejecting smoke from the bottom, to the Apollo CSM phasing parts. It makes sense now, it was the cause of TweakableRCS, which I found out is part of TweakableEverything. You should also update FAR, I did that as well and it may or may not help too.

Edit: Can confirm, only happens with Tweakable Everything, FAR version is irrelevant. Ships no longer have mach effects or phasing issues.

Edit2: Latest version of TweakableEverything does NOT fix the problem

Did deleting the whole folder "TweakablyEverything" solve the problems? I tried to delete only the TweakableRCS part of it, that gave me other problems instead with macheffects and so on. (Though I installed TweakableThrustController also - could be a source for some problems I guess.)

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Spent last few days working on the FASA project. Seems we've had gains in others figuring out some bugs are caused by other mods. Good info.

New to this FASA realism pack project are sizes that are a bit more realistic. For example, the Titan's were 3m, now they are 10' as they should be. Same goes for Atlas, Agena, so on. Obviously since they are Frizzanks models some dimensions won't be correct or not to scale. Remember, FASA is NOT a realism mod, so some things are approximated, but we will do our best to provide the most accurate we can, within the limits of current programming.

***ELIMINATED***

As always it's a work in progress and some ideas have yet to be implimented. New FASA file will be in dropbox later today. I'll update the OP and this post when I do.

Edited by RedAV8R
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Oh, thanks. Few questions.

* Are you aware of the Apollo CSM tank, LEM Ascent and descent stages and possibly more tanks being unpressurized while the engines are pressure fed?

* Did you add Saturn V rescales or just updates to the existing parts?

* Is the incompatibility fixed or is it still in progress/backlog?

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Also, I'm putting the finishing touches on fixes for the pressure-fed engine issues. I got the Ascent module done and now I can easily do the rest. Give me a few minutes

What??? Need some more info, you going to send me the updates or what is going on?

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Sure. The only way I got it working was this way.

!RESOURCE[LiquidFuel] //Delete the resource. Changed @ to !

{

@name = Aerozine

@amount = 1212.2

@maxAmount = 1212.2

}

!RESOURCE[Oxidizer] //Delete the resource Changed @ to !

{

@name = N2O4

@amount = 1115.9

@maxAmount = 1115.9

}

MODULE //Add a ModuleFuelTanks Module like the one used in the Apollo CSM Fuel tank

{

name = ModuleFuelTanks

type = ServiceModule //Change the type to ServiceModule so the propellants are pressurized.

volume = 2328.1

basemass = -1

TANK{ //Same as what is used on the resources we deleted above

name = Aerozine

amount = 1212.2

maxAmount = 1212.2

}

TANK{

name = N2O4

amount = 1115.9

maxAmount = 1115.9

}

}

That's the fix for the Ascent module. For the CSM fuel tank it's just a matter of changing the ModuleFuelTanks Module type to "ServiceModule" So the propellants are pressurized. Descent stage needs a fix similar to the one I just showed

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Oh, right. the problem. Basically EngineIgnitor treats the engines as pressure-fed. However the tanks weren't classified as pressure-fed by RealFuels, so they never fire. I realized this problem when I got stuck in orbit because the Apollo CSM engine wouldn't fire. From the EI modules you put in the engines, I assume you support EngineIgnitor. This was fixed by classifying the fuel tanks as Service Modules so the propellants are pressurized. This also makes it so you don't need Ullage burns on those engines.

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Descent stage done:

!RESOURCE[LiquidFuel]

{

@name = Aerozine

@amount = 3775.9

@maxAmount = 3775.9

}

!RESOURCE[Oxidizer]

{

@name = N2O4

@amount = 3740.4

@maxAmount = 3740.4

}

MODULE

{

name = ModuleFuelTanks

type = ServiceModule

volume = 7516.3

basemass = -1

TANK

{

name = Aerozine

amount = 3775.9

maxAmount = 3775.9

}

TANK

{

name = N2O4

amount = 3740.4

maxAmount = 3740.4

}

}

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Yeah, all tanks should be ModuleFuelTanks, otherwise you don't get realistic functions (support for pressure fed engines, support for cryogenic boiloff, etc).

Another couple issues I've seen: the two Baby Sergeant clusters don't have ModuleEngineConfigs defined, and the antenna whips on the Explorer probe don't seem to extend. Also, the Explorer probe has a top node, which I suggest deleting. Anyway, sending you some suggested changes.

Oh, also: when firing the single Baby Sergeant, I get really weird stuttering in the sound effects. Does anyone else get that? I'm using the version of FASA these configs were designed for AFAIK (i..e quite some FASA versions ago).

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Yep, already got that in the new version, actually, real fuels wasn't being used at all, just the normal resource, made that change already. I've still got a few passes to make on the files before I release what I've got, still more work to do after that as well. Look for it later tonight!

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Alright, new one is up on DropBox...it's bedtime for me, not where I wanted it, but it's better than nothing. Saturn still needs some serious work on it, just ran out of time today. It will be constantly updated through this weekend, so if you don't like something, check the download again, might have already been changed. Back at it tomorrow. Nathan, I'm pretty sure I got most of your stuff in for the Explorer, but I'm not firing on all thrusters at this time, need to get some sleep and take another solid look in the morning.

Also, found a backup copy of my Lovad and Lionhead stuff that I thought I had lost, so once FASA, LazTek and KerbX are brought back up to standard, those won't be that far behind.

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