RedAV8R Posted July 16, 2014 Author Share Posted July 16, 2014 I have a problem. This mod upscales everything, including heavy load b9 parts. But it doesnt upscale landing gears so sometimes this looks like thisWithout overhaulhttp://i.imgur.com/hA287q3.jpgWith overhaulhttp://i.imgur.com/YtFYkVs.jpgBut this is not very big problem, the big problem is that after installation of overhaul most b9 fuel tanks and all fuel tanks from KAX and firespitter are designated as "cannot hold resources"without overhaulhttp://i.imgur.com/n88bZXk.jpgwith overhaulhttp://i.imgur.com/VFBPzek.jpgEverybody has this problem, as of yet B9 is not completely supported, there will be an update for it, it's going to take time, there will be an update and it will be huge, just have to wait. Link to comment Share on other sites More sharing options...
jrandom Posted July 16, 2014 Share Posted July 16, 2014 the big problem is that after installation of overhaul most b9 fuel tanks and all fuel tanks from KAX and firespitter are designated as "cannot hold resources"Delete the TAC life support config file from Real Fuels. It conflicts with RO and causes weird behavior. Removing that .cfg fixes it so you can use the B9 (and other) fuel tanks again. (I had to do this just recently.) Link to comment Share on other sites More sharing options...
IronStar Posted July 16, 2014 Share Posted July 16, 2014 Does RO have its own TAC configs? And there is another issue- this time game breaker for me- with RO everything becomes extremely wobbly- rocket starts to wobble just right after lauch. Struts and KJE with various settings do not help, but this stops if i delete RO. Link to comment Share on other sites More sharing options...
RedAV8R Posted July 16, 2014 Author Share Posted July 16, 2014 Does RO have its own TAC configs? And there is another issue- this time game breaker for me- with RO everything becomes extremely wobbly- rocket starts to wobble just right after lauch. Struts and KJE with various settings do not help, but this stops if i delete RO.1. Yes it does.2. We need a lot more detail than my rockets are wobbly in order to help you. Link to comment Share on other sites More sharing options...
DeepOdyssey Posted July 16, 2014 Share Posted July 16, 2014 What about my RCS problem? Anyone had this peculiar bug? Link to comment Share on other sites More sharing options...
Roastduck Posted July 16, 2014 Share Posted July 16, 2014 Does RO have its own TAC configs? And there is another issue- this time game breaker for me- with RO everything becomes extremely wobbly- rocket starts to wobble just right after lauch. Struts and KJE with various settings do not help, but this stops if i delete RO.based off your admittedly vague description, it might just be strange behavior between the engine gimbal and SAS. I frequently have to hit F to reset SAS to tame an unruly engine gimbal, particularly after I make an adjustment during my gravity turn Link to comment Share on other sites More sharing options...
DeepOdyssey Posted July 16, 2014 Share Posted July 16, 2014 Don't use SAS with gimbaling engines, or if you plan to use it, decrease the gimbal rate. Link to comment Share on other sites More sharing options...
RedAV8R Posted July 16, 2014 Author Share Posted July 16, 2014 What about my RCS problem? Anyone had this peculiar bug?Logs and save with craft files would likely be best to resolve this.based off your admittedly vague description, it might just be strange behavior between the engine gimbal and SAS. I frequently have to hit F to reset SAS to tame an unruly engine gimbal, particularly after I make an adjustment during my gravity turnDon't use SAS with gimbaling engines, or if you plan to use it, decrease the gimbal rate.Let's not hypothesize what is going on, lets let the user who is having issues come back and explain what is going on in detail. Link to comment Share on other sites More sharing options...
DeepOdyssey Posted July 16, 2014 Share Posted July 16, 2014 Here's the ship and quicksavehttp://www.speedyshare.com/YTFHj/Apollo-11-LM-CSM.crafthttp://www.speedyshare.com/bReKE/quicksave.sfs Link to comment Share on other sites More sharing options...
IronStar Posted July 16, 2014 Share Posted July 16, 2014 I ve done more tests- wobbling happens exactly at the point where engine connects with lower stage, as soon as i turn rocket just a bit or reach certain velocity the wobble becomes horrible and rocket falls apart very fast(and it happens on low twr and pressure), i ve very partly managed to deal with it by an insane amount of struts but even this doesnt help very much . SAS problems happen because as i know SAS reacts to rockets wobbling and tries to compensate this, no wobble- no sas problems, just like in my case, because as soon as i delete RO the same rocket designs behave good with SAS on and during manuevers even without any struts( i use KJR and i ve tried deleting it just in case in conflicts some way- didnt help). Link to comment Share on other sites More sharing options...
Agathorn Posted July 16, 2014 Share Posted July 16, 2014 If you aren't using FAR (which I assume you are!) make sure you don't turn into high dynamic pressure. "High" is craft dependant. Some can handle a really high load, others fall apart at even small ones. Link to comment Share on other sites More sharing options...
Roastduck Posted July 16, 2014 Share Posted July 16, 2014 I ve done more tests- wobbling happens exactly at the point where engine connects with lower stage, as soon as i turn rocket just a bit or reach certain velocity the wobble becomes horrible and rocket falls apart very fast(and it happens on low twr and pressure), i ve very partly managed to deal with it by an insane amount of struts but even this doesnt help very much . SAS problems happen because as i know SAS reacts to rockets wobbling and tries to compensate this, no wobble- no sas problems, just like in my case, because as soon as i delete RO the same rocket designs behave good with SAS on and during manuevers even without any struts( i use KJR and i ve tried deleting it just in case in conflicts some way- didnt help).giving them as much raw data as you can will make it easier for them to narrow down the issue. Post logs for them Link to comment Share on other sites More sharing options...
jrandom Posted July 16, 2014 Share Posted July 16, 2014 I've done more tests- wobbling happens exactly at the point where engine connects with lower stageIs this on a very large (eg. > 6 meters) fuel tank? I've been able to solidify those with just a small handful of struts, or even better -- the procedural thrust plae from Procedural Parts. I rotate the camera inside the fuel tank (so I can see the top of the attached thrust plate) and attach 8x symmetry struts to the top of the thrust plate, then flip the camera around and zoom inside the thrust plate so I can see the bottom of the fuel tank. This is where I attach the other end of the struts.My guess is that the cause of the problem is from Unity physics and KSP not being built for objects of that size/mass, and so it's hitting limitations of the physics solver. Link to comment Share on other sites More sharing options...
DeepOdyssey Posted July 17, 2014 Share Posted July 17, 2014 I know what was the cause of my problem! You can't use two kind of thrusters on the same vessel. I had hydrazine thrusters for command pod, and nmh+n2o4 thrusters for service module. Even if you set them like that, they switch to the last chosen kind. Link to comment Share on other sites More sharing options...
Roastduck Posted July 17, 2014 Share Posted July 17, 2014 Just had the satisfaction that if fuel is unstable in orbit when it's time for a deorbit burn, RCS can be used to put enough pressure to safely ignite an engine. So proud of myself for realizing that's possible. Link to comment Share on other sites More sharing options...
Agathorn Posted July 17, 2014 Share Posted July 17, 2014 Just had the satisfaction that if fuel is unstable in orbit when it's time for a deorbit burn, RCS can be used to put enough pressure to safely ignite an engine. So proud of myself for realizing that's possible.Welcome to Realism! Link to comment Share on other sites More sharing options...
DeepOdyssey Posted July 17, 2014 Share Posted July 17, 2014 Even better! I had no ullage motors on my lunar descent module, and RCS was to weak. I thought, "hey let's spin this shit up" i gained enough momentum so the fuel finally settled at the bottom of the tank. Link to comment Share on other sites More sharing options...
Agathorn Posted July 17, 2014 Share Posted July 17, 2014 Haha that's cool. I didn't even realize that KSP modeled centripetal force. Link to comment Share on other sites More sharing options...
NathanKell Posted July 17, 2014 Share Posted July 17, 2014 HoneyFox (who made EngineIgnitor) does. Link to comment Share on other sites More sharing options...
jrandom Posted July 17, 2014 Share Posted July 17, 2014 Even better! I had no ullage motors on my lunar descent module, and RCS was to weak. I thought, "hey let's spin this shit up" i gained enough momentum so the fuel finally settled at the bottom of the tank.RO actually simulates that?? Link to comment Share on other sites More sharing options...
Agathorn Posted July 17, 2014 Share Posted July 17, 2014 HoneyFox (who made EngineIgnitor) does. As Nathan said right above you Link to comment Share on other sites More sharing options...
jrandom Posted July 17, 2014 Share Posted July 17, 2014 I'd like to thank the forums for not displaying Nathan's post until after I'd written mine. But that explains it -- Engine Ignitor is the one realism mod I'm not ready for yet. I'll consider installing it once I've pulled off a lunar mission and switch over into full Hard Mode (no reverts, no quickloads unless KSP itself glitches, permadeath). But I don't play Hard Mode until I've got the basics down and have done a successful land/return mission and have stumbled through how to get around any weird KSP physics issues that crop up here and there. Link to comment Share on other sites More sharing options...
Roastduck Posted July 17, 2014 Share Posted July 17, 2014 I'd like to thank the forums for not displaying Nathan's post until after I'd written mine. But that explains it -- Engine Ignitor is the one realism mod I'm not ready for yet. I'll consider installing it once I've pulled off a lunar mission and switch over into full Hard Mode (no reverts, no quickloads unless KSP itself glitches, permadeath). But I don't play Hard Mode until I've got the basics down and have done a successful land/return mission and have stumbled through how to get around any weird KSP physics issues that crop up here and there.The trick has three steps:1) read what's on the screen2) know what the words on the screen mean/why they're showing up3) think of a way to change what the screen saysIn my case, I thought about it like this1) Fuel flow reads as "Very Unstable"2) It's very unstable because this stage uses the LM Ascent engine, which was designed for there to be gravity, and thus pressure3)I need to simulate gravity to pressurize my fuel so the engine will start. I need to accelerate "up," with the engine being "down" Link to comment Share on other sites More sharing options...
Morrigi Posted July 17, 2014 Share Posted July 17, 2014 You posted the launcher log (from Launcher_Data). Follow the above directions and post KSP's output log from KSP_Data.https://www.dropbox.com/s/w5g3l3x3at5rlod/output_log.txt Link to comment Share on other sites More sharing options...
NathanKell Posted July 17, 2014 Share Posted July 17, 2014 Morrigi: so it crashed while loading? Are you running Active Texture Management? If not, do so, in aggressive mode. If it still crashes on load, start with a clean install and install mods one at a time until something breaks. Link to comment Share on other sites More sharing options...
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