mecki Posted August 5, 2014 Share Posted August 5, 2014 Chaka Monkey was on MY list. Now you can see it on THE list. OP Updated.Well AK/Taurus has been updated since I last got to it, I haven't gotten back to it to repair. So bad results are not unexpected. Solution... Wait.Again SDHI is the same way, it needs some attention after all these updates. Haven't made it that far yet. Same solution as before. Wait.IRL almost every pod, if not every pod has had some form of RCS built in. Here *soon* I will be adding built in RCS to crew pods.This sounds just GREAT! Thank you for this great piece of work!What about that TechTree? Sorry, can't read your mind there.I thought that this TechTree could be something that might work well with RealismOverhaul…NO!!! Do not change the multiplier of DRE with RSS/RO. Follow the directions on the OP of threads (DO NOTHING), OPs are constantly updated and you can tell by the 'edit date' on the bottom of the post' Use the most current information. Not the 6th post down that was made nearly a year ago. Lots of things change.That's kind of what I thought. Thanks for making this clear for stupid me! Link to comment Share on other sites More sharing options...
Midanthrope Posted August 5, 2014 Share Posted August 5, 2014 I'm looking for an RSS rescaled Soyuz/Progress spacecraft mod, if anyone can point me in the right direction, it would be greatly appreciated. Link to comment Share on other sites More sharing options...
RedAV8R Posted August 5, 2014 Author Share Posted August 5, 2014 I'm looking for an RSS rescaled Soyuz/Progress spacecraft mod, if anyone can point me in the right direction, it would be greatly appreciated.BobCat is on the list, but hasn't been done yet. Link to comment Share on other sites More sharing options...
Midanthrope Posted August 5, 2014 Share Posted August 5, 2014 BobCat is on the list, but hasn't been done yet.Ahh, my misunderstanding then Red. Thought you were only supporting the Engines, and I was overlooking something. Appreciated. Link to comment Share on other sites More sharing options...
NathanKell Posted August 5, 2014 Share Posted August 5, 2014 mecki: yes, RCS is the way to control pretty much anything. I removed the offending part of the sixth post in the RSS thread; it was from nearly a year ago, before Realism Overhaul was created, and vastly obsolete. Link to comment Share on other sites More sharing options...
Woopert Posted August 5, 2014 Share Posted August 5, 2014 Just looking through the new RO parts -- I'm amazed at how much RO has evolved over the six months I've been playing with the mod. Having all the Titan SRB's, Centaur stages, Pyrios boosters -- it's really nice. Thanks to everyone who helped contribute. Also, RedAV8R: where did you find the information on the Pyrios boosters being 18 feet in diameter? I searched all over and couldn't find the dimensions. Link to comment Share on other sites More sharing options...
Jetwave Posted August 5, 2014 Share Posted August 5, 2014 I thought that this TechTree could be something that might work well with RealismOverhaul…That tech tree does not appear to be designed with RSS/RO in mind, which means that when using an engine pack progression will likely be messed up, as well as some other problems. If you are looking for a somewhat functional tech tree for RO, check out RPL by MedievalNerd. The official version is in 23.5, but I believe someone has compiled a version that works with .24.*. *.24.2 version provided by NathanKell*You can find RPL HERERPL requires RftS engine pack (possible switch to RealEngines) which can be found HEREThe .24 version of RPL can be found HEREMedievalNerd is no longer able to maintain RPL due to RL stuff. We're looking into making it a joint effort between myself, PJF and Ratzap. Link to comment Share on other sites More sharing options...
RedAV8R Posted August 5, 2014 Author Share Posted August 5, 2014 Just looking through the new RO parts -- I'm amazed at how much RO has evolved over the six months I've been playing with the mod. Having all the Titan SRB's, Centaur stages, Pyrios boosters -- it's really nice. Thanks to everyone who helped contribute. Also, RedAV8R: where did you find the information on the Pyrios boosters being 18 feet in diameter? I searched all over and couldn't find the dimensions.http://www.thespacereview.com/article/2410/1, that's just one...doing a simple google search of "Pyrios Booster" Link to comment Share on other sites More sharing options...
Jetwave Posted August 5, 2014 Share Posted August 5, 2014 (edited) http://www.thespacereview.com/article/2410/1, that's just one...doing a simple google search of "Pyrios Booster"That's pretty cool that they're bringing the F1 back. One of the pictures I had to do a double take cause it looked like it was a picture of stock ksp using the new NASA parts and some orange tanks @Woopert: "Dynetics has named their booster Pyrios, after one of the horses that pulled Greek sun god Helios’ chariot. Pyrios would consist of a boattail and aft skirt above two F-1B engines. Above this would be the kerosene fuel tank, an intertank, a liquid oxygen tank, a forward skirt, and a nose cone. Pyrios would have the same attachment points as the SRBs on the Block 1. To reduce cost, the booster tanks and skirts would use Aluminum 2219 friction stir welded into structures 5.5 meters (18 feet) in diameter." Edited August 5, 2014 by Jetwave Link to comment Share on other sites More sharing options...
mecki Posted August 5, 2014 Share Posted August 5, 2014 How about including this mod (or something like it)?http://forum.kerbalspaceprogram.com/threads/82972-0-24-Sensible-Pumps-v1-1-solving-an-annoying-problem-of-range-safety-18-Jul?p=1332447#post1332447 Link to comment Share on other sites More sharing options...
RedAV8R Posted August 5, 2014 Author Share Posted August 5, 2014 How about including this mod (or something like it)?http://forum.kerbalspaceprogram.com/threads/82972-0-24-Sensible-Pumps-v1-1-solving-an-annoying-problem-of-range-safety-18-Jul?p=1332447#post1332447I don't see a need for it, and in almost more scenarios than not, this actually ISN'T realistic. I don't see any issues with compatibility though, so if you want it, knock yourself out. Link to comment Share on other sites More sharing options...
Jetwave Posted August 5, 2014 Share Posted August 5, 2014 How about including this mod (or something like it)?http://forum.kerbalspaceprogram.com/threads/82972-0-24-Sensible-Pumps-v1-1-solving-an-annoying-problem-of-range-safety-18-Jul?p=1332447#post1332447if you want to use it, go ahead, just because it isn't in the recommended mods list doesn't mean you can't use it.EDIT: Ninja'd! Link to comment Share on other sites More sharing options...
Jetwave Posted August 5, 2014 Share Posted August 5, 2014 Quick question about Kethane:Will it be able to convert kethane into RealFuels, or will it only produce LF/OX? I assume it only does LF/OX, so has anyone made a config that allows kethane to produce real fuels? Link to comment Share on other sites More sharing options...
Kolago Posted August 5, 2014 Share Posted August 5, 2014 (edited) Hi,I have the following mods installed: RealFuels v7.2RealismOverhaul v6a8ModuleManager 2.2.1TweakScale 1.37ActionGroupsExtended 1.1.2KW Rocketry 2.6cIn some of my KW Rocketry fuel tanks the modul "ModuleFuelTanks" get add twice! Resulting in more then one button for add fuel in game. I can "overload" tanks with double amount of the fuel.In GameData\RealFuels\ and GameData\RealismOverhaul\ are MM files responsible for this. Any idea which to delete or modify?KW Rocketry Tanks with the bug:1mL05.cfg - KW1mtankL0_5 - KW Rocketry SA-05 LFT2mL05.cfg - KW2mtankL0_5 - KW Rocketry SB-05 LFT3mL05.cfg - KW3mtankL0_5 - KW Rocketry SC-05 LFT3mL4.cfg - KW3mtankL4 - KW Rocketry SC-4 LFT3mL4A.cfg - KW3mtankL4A - KW Rocketry SC-4A LFT5mL0_5.cfg - KW5mtankL05 - KW Rocketry V-05 LFTResulting MM code:PART{ module = Part rescaleFactor = 1.0 scale = 1.25 node_stack_top = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.0, -1.01, 0.0, 0.0, 0.0, 2 subcategory = 0 attachRules = 1,1,1,1,0 mass = 2.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 RSSROConfig = true crashTolerance = 12 maxTemp = 800 breakingForce = 250 breakingTorque = 250 MODEL { model = KWRocketry/Parts/Fuel/KW_Universal_Tanks/KW_Fuel_2mL4A scale = 1.25, 1.25, 1.25 } MODULE { name = GoodspeedPump } MODULE { name = [B]ModuleFuelTanks[/B] volume = 36000 type = Default } MODULE { name = TweakScale type = RealismOverhaulStackHollow defaultScale = 2.5 } MODULE { name = ModuleAGExtData AGXData = Empty AGXNames = Empty AGXKeySet = 0 AGXActivated = 0 AGXLoaded = false AGXGroupStates = AGXGroupStateNames = } MODULE { name = [B]ModuleFuelTanks[/B] type = Default volume = 36000 }} RealFuels\KW_modularFuelTanks.cfg...@PART[KW2mtankL4]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = [B]ModuleFuelTanks[/B] volume = 36000 type = Default }}...RealismOverhaul\RO_KW_Fuel.cfg...@PART[KW2mtankL4A]:FOR[RealismOverhaul]{ %RSSROConfig = true %crashTolerance = 12 %maxTemp = 800 %breakingForce = 250 %breakingTorque = 250 @MODULE[TweakScale] { @type = RealismOverhaulStackHollow } !RESOURCE[LiquidFuel] { } !RESOURCE[Oxidizer] { } MODULE { name = [B]ModuleFuelTanks[/B] type = Default volume = 36000 }}... Edited August 5, 2014 by Kolago Link to comment Share on other sites More sharing options...
mecki Posted August 5, 2014 Share Posted August 5, 2014 (edited) Something else I realized which I'm also not sure if it's Realism Overhaul or something else:Using the EADS Astrium EAP-241A (overhaul of a KW booster) the thrust seems to be way too little. I used the engine made for the ariane, payload only was a Mk1-2 pod.Kerbal Engineer shows TWS of 2.01 (for engine + boosters), on the launchpad I only get around 8 until fuel starts to become less.Also the boosters don't stop burning. They stop to produce thrust but the animation never stops. On right-click they show some fuel left which will not become less. When I decouple them they will fly away accelerating…EDIT: I just observed this behavior on the United Technologies UA-1207 as well. The last 15xx units of fuel will only be used as soon as the booster is decoupled. Before that it stopped to produce thrust but the animation (flames) still plays. Also the thrust seemed a little low to me.EDIT2: The animation won't stop even when the fuel is depleted.If anyone could confirm if this was RealismOverhaul related or not that would be great!Thank you Edited August 5, 2014 by mecki Link to comment Share on other sites More sharing options...
RedAV8R Posted August 5, 2014 Author Share Posted August 5, 2014 Quick question about Kethane:Will it be able to convert kethane into RealFuels, or will it only produce LF/OX? I assume it only does LF/OX, so has anyone made a config that allows kethane to produce real fuels?That's a question for RealFuels and not RO...but IIRC RealFuels has Kethane support built in. Link to comment Share on other sites More sharing options...
RedAV8R Posted August 5, 2014 Author Share Posted August 5, 2014 @Kolago: Thank you, RealFuels update likely added tanks in the last release. I can remove them in the RO config now!@Mecki: It's totally RO. I'll do some testing! Thank you. Link to comment Share on other sites More sharing options...
Kolago Posted August 5, 2014 Share Posted August 5, 2014 (edited) Ok, my solution:Edit "GameData\RealismOverhaul\RO_KW_Fuel.cfg" and delete } !RESOURCE[LiquidFuel] { } !RESOURCE[Oxidizer] { } MODULE { name = ModuleFuelTanks type = Default volume = 36000 }in the sections forKW1mtankL0_5KW2mtankL0_5KW2mtankL4AKW3mtankL0_5KW3mtankL4KW3mtankL4AKW5mtankL05 Edited August 5, 2014 by Kolago Link to comment Share on other sites More sharing options...
xrayfishx Posted August 5, 2014 Share Posted August 5, 2014 (edited) HiI have an issue with this mod, one that's making the game pretty much unplayable for me.It seems that the Engine Ignitor mod is creating a lot of lag for me. I also had that problem in 0.23.5, but then I was happy with removing the mod, right now I don't want to do that.The lag doesn't seem to always be there. When I installed the game, the design I used to test if everything was running smoothly didn't have that problem (or it was just too dead simple for it - it was only a Mk2 with a small fuel tank and the 5x F-1 from KW strapped under). However, another design that was actually supposed to be useful ran at a third of the normal speed.I followed the troubleshooting steps, kind of - I initially had other issues so I reinstalled (it worked for those issues), but with this issue I haven't reinstalled anything, I cba to download everything for the third time. And, o' lord forgive me for my sins, when I reinstalled, I didn't redownload RSS textures and KWR.I have all RO mods (essential, very highly recommended, full-complete support) except for Soviet Pack (a working download link could be useful, if anyone cares to talk to BobCat), and Procedural Parts, also I had a couple of other mods, but after I removed those other mods and only left in the RO mods, the problem didn't go away (although some nullReferenceException spam did).Log files:Here is the one with a bunch of non-RO mods.I don't have a log file for the attempt with all the non-RO and RO mods, but no EngineIgnitor. That one has the nullReferenceException spam from the non-RO mods, but the game was almost playable, the slowdown was maybe half of what it was with EngineIgnitor.Here is the one without the non-RO mods, but with EngineIgnitor.And here's the rocket I used, just in case it helps somehow. And no, I'm not a bad engineer, I just didn't have KER and since MJ is rubbish for rocket building and Procedural Parts doesn't work, I didn't build it with the intention to reach orbit.I hope this report was good, but since I wrote it at very late o'clock, it probably isn't. Please tell me where I could improve next time. Edited August 5, 2014 by xrayfishx Link to comment Share on other sites More sharing options...
ninjaweasel Posted August 5, 2014 Share Posted August 5, 2014 I started up the craft repository today for anybody wishing to contribute their RO designs for public consumption. My little Deltas are looking lonely there right now!RO Craft Repository Link to comment Share on other sites More sharing options...
Jetwave Posted August 5, 2014 Share Posted August 5, 2014 So I was browsing the add-ons forum and found this mod. It seemed like an interesting mod and adds a little bit of extra drama to a mission, especially if something were to fail at a crucial time (mid-burn). It might need a little bit of balancing to be more realistic with RealEngines, but that can be done relatively easily (just might do it myself). Anyways, just thought I'd share this with you guys. Link to comment Share on other sites More sharing options...
mecki Posted August 5, 2014 Share Posted August 5, 2014 I started up the craft repository today for anybody wishing to contribute their RO designs for public consumption. My little Deltas are looking lonely there right now!RO Craft RepositoryAwesome!So I was browsing the add-ons forum and found this mod. It seemed like an interesting mod and adds a little bit of extra drama to a mission, especially if something were to fail at a crucial time (mid-burn). It might need a little bit of balancing to be more realistic with RealEngines, but that can be done relatively easily (just might do it myself). Anyways, just thought I'd share this with you guys.Might be a nice thing I think!And one more annoying mod proposal (if it wasn't mentioned earlier):http://forum.kerbalspaceprogram.com/threads/37138-Wolf-Aerospace-Perfectrons-L-E-S-PackNice LES and separator motors. Link to comment Share on other sites More sharing options...
Agathorn Posted August 5, 2014 Share Posted August 5, 2014 (edited) So I was browsing the add-ons forum and found this mod. It seemed like an interesting mod and adds a little bit of extra drama to a mission, especially if something were to fail at a crucial time (mid-burn). It might need a little bit of balancing to be more realistic with RealEngines, but that can be done relatively easily (just might do it myself). Anyways, just thought I'd share this with you guys.I'm actually building a more complex research and reliability system that will be fully compatible with RO. Since i'm an RO player myself http://forum.kerbalspaceprogram.com/threads/88187-WIP-TestFlight-A-configurable-extensible-parts-research-and-reliability-system Edited August 5, 2014 by Agathorn Link to comment Share on other sites More sharing options...
NathanKell Posted August 5, 2014 Share Posted August 5, 2014 Make sure you're using RF v7.2 - otherwise you might have issues with solids. Link to comment Share on other sites More sharing options...
RedAV8R Posted August 5, 2014 Author Share Posted August 5, 2014 (edited) @Kolago: Alright KW tanks have been fixed in Git. I'll get a release out tonight hopefully.@xrayfishx: Point blank...EI is not generating lag for you. I'm going to ask you reinstall and follow the directions EXACTLY (not kinda sorta). Please ONLY install the REQUIRED mods and report back. Thank you. Edited August 6, 2014 by RedAV8R Link to comment Share on other sites More sharing options...
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