RedAV8R Posted September 17, 2014 Author Share Posted September 17, 2014 @plomp90: The 2nd question/issue you reported about the top of the Atlas tank being too small. Well...first you aren't using the decoupler that is designed between the Mercury spacecraft and the Atlas rocket. Second...that's scaling. Is it perfect, no. Because FASA is not replica, which means that some artistic license was taken to conform to KSP's stock dimensions. HOWEVER, if you look at real pictures of Mercury - Atlas launchers the skirt between the capsule and the Atlas rocket was much longer AND also shrank because...guess what...the top of the Atlas Tank was smaller diameter than the Mercury capsule. Because of the way things were modeled the skirt is part of the decoupler and because the retrorocket is only so tall, the decoupler can only be so tall, which shortens the skirt in KSP even with RO. What I have done, while not completely accurate, is make a specific Mercury - Atlas decoupler part that is taller and by setting nodes within the decoupler, sinks the top of the Atlas tank within it, which decreases the visual discrepancy between the two. I can take a screen of the proper way to build it later this afternoon. A small change to this adapter and many more changes will appear shortly once I've made a pass though FASA configs. Link to comment Share on other sites More sharing options...
Lilienthal Posted September 17, 2014 Share Posted September 17, 2014 Ok, exact what versions are you using?1.4.0 RT2 & RO 6a12 Link to comment Share on other sites More sharing options...
Novasry Posted September 18, 2014 Share Posted September 18, 2014 I'm having some trouble with delta V values from mechjeb. In the VAB I design a spacecraft with a certain amount of delta-V, for example I had LH+LOX lunar transfer stage, in the VAB it had 7000 m/s, but once I went to the launch pad this was suddenly only ~5000 m/s.Obviously this is a bit annoying when trying to actually do some missions, so would appreciate some help Link to comment Share on other sites More sharing options...
RedAV8R Posted September 18, 2014 Author Share Posted September 18, 2014 I'm having some trouble with delta V values from mechjeb. In the VAB I design a spacecraft with a certain amount of delta-V, for example I had LH+LOX lunar transfer stage, in the VAB it had 7000 m/s, but once I went to the launch pad this was suddenly only ~5000 m/s.Obviously this is a bit annoying when trying to actually do some missions, so would appreciate some help Lots of possibilities, likely nothing is wrong, and to top it off, this isn't the mechjeb support forum. Link to comment Share on other sites More sharing options...
Novasry Posted September 18, 2014 Share Posted September 18, 2014 Lots of possibilities, likely nothing is wrong, and to top it off, this isn't the mechjeb support forum.I would point out that this is a problem I am having which is specific to playing in Realism Overhaul, never experienced it in any other set up. I was mostly curious if anyone else had similar trouble with the delta v calculations. It's either a problem with MechJeb as you suggest or its a problem with RO and it's various dependencies.And as I mentioned, for me this issue appeared only after setting up a RO play through, so it looks like the more obvious culprit.I guess the question is, is there anything in RO that would cause the stats for the rockets to be different in the VAB than on the launch pad. Link to comment Share on other sites More sharing options...
Hattivat Posted September 18, 2014 Share Posted September 18, 2014 Are you sure that both the 7000 figure in VAB and the 5000 figure on the pad are both VACUUM delta-v? It might be that Mechjeb displays only sea-level delta-v on the pad for you, since the pad is at sea level. Link to comment Share on other sites More sharing options...
Guest Posted September 18, 2014 Share Posted September 18, 2014 That looks like vacuum/atmo difference. With different Isp, you'll get a lower dV reading in atmo. Link to comment Share on other sites More sharing options...
Novasry Posted September 18, 2014 Share Posted September 18, 2014 Here's some screenshots, both the same rocket, all the stages are LOX/LH apart from the top stage which is Kreosene/LOX.http://imgur.com/a/I0Qhf Link to comment Share on other sites More sharing options...
Guest Posted September 18, 2014 Share Posted September 18, 2014 This is odd... Burn times stay the same, but mass seems completely out of whack. You've got different launch masses between the pad and VAB... odd. Try reinstalling or updating ModuleManager. This looks like some sort of installation issue. Link to comment Share on other sites More sharing options...
RedAV8R Posted September 18, 2014 Author Share Posted September 18, 2014 Yep, your rocket is gaining 64+ t, that is why your dV is different. Share your *.craft file and all mods used. Link to comment Share on other sites More sharing options...
Novasry Posted September 18, 2014 Share Posted September 18, 2014 (edited) Wow, I didn't even notice the mass increasing, that is very strange.Here's my Mods - http://imgur.com/aKgGWEgAnd the craft file - https://www.dropbox.com/s/x3r1xsw39tp59de/Munar%20II.craft?dl=0Edit- Apparently this is possibly a tweakscale issue, gonna have a check. Edited September 18, 2014 by Novasry Link to comment Share on other sites More sharing options...
Novasry Posted September 18, 2014 Share Posted September 18, 2014 Yup, problem was definitely with Tweakscale, so I have removed that until they get a fix out.I had another question, regarding the Asteroid Spawning. I seem to be getting lots of asteroids spawning inside Earth's SOI, this has resulted in multiple Class D and E rocks spawning and promptly smashing into the surface of the planet, which I think we can agree is a little unrealistic. I also have a Class D which spawned into a captured orbit, giving the Earth a second moon pretty much.Is this intended, or just a consequence of the Asteroid spawning code??? Link to comment Share on other sites More sharing options...
RedAV8R Posted September 18, 2014 Author Share Posted September 18, 2014 @Novasry: What does asteroid spawning have to do with RO? Link to comment Share on other sites More sharing options...
jandcando Posted September 18, 2014 Share Posted September 18, 2014 Yup, problem was definitely with Tweakscale, so I have removed that until they get a fix out.I had another question, regarding the Asteroid Spawning. I seem to be getting lots of asteroids spawning inside Earth's SOI, this has resulted in multiple Class D and E rocks spawning and promptly smashing into the surface of the planet, which I think we can agree is a little unrealistic. I also have a Class D which spawned into a captured orbit, giving the Earth a second moon pretty much.Is this intended, or just a consequence of the Asteroid spawning code???I'm guessing all this is happening because the Asteroid spawning code hasn't been changed by RSS yet. Link to comment Share on other sites More sharing options...
Hattivat Posted September 18, 2014 Share Posted September 18, 2014 Novasry, the behaviour you describe is what asteroids do in stock KSP, it has nothing to do with RO or even RSS. That being said, RSS used to come bundled with Custom Asteroids, which was configured to use asteroids to recreate all sorts of awesome stuff (asteroid belt, kuiper belt, even comets) and stopped the silly stock asteroid behavior (i.e. no annual mass extinctions), no idea why it's no longer the case. Link to comment Share on other sites More sharing options...
NathanKell Posted September 18, 2014 Share Posted September 18, 2014 It still comes bundled with the config, you just install Custom Asteroids yourself.(Custom Asteroids apparently has problems on linux, so I decided to not force-bundle it.) Link to comment Share on other sites More sharing options...
Novasry Posted September 18, 2014 Share Posted September 18, 2014 I think it's probably fair to say that it's more of an RSS "issue", a term I use very lossely here. It seems that the ARM code is spawning the asteroids normal distances from Earth/Kerbin, but because Earth's SOI is so much larger they just spawn inside and are automatically captured. Link to comment Share on other sites More sharing options...
Hattivat Posted September 18, 2014 Share Posted September 18, 2014 It might be somewhat more frequent or simply more noticeable with RSS, but I'm pretty sure the same basic thing (asteroids smashing into the planet) also happens way too frequently in the stock-sized system. Given what NathanKell wrote, the solution to your problem is to install Custom Asteroids. It's basically just a .dll, so you don't have to worry about memory limits. Link to comment Share on other sites More sharing options...
BadRocketsCo. Posted September 19, 2014 Share Posted September 19, 2014 @RedAV8R: I dont have those mods you named. I will now just start deinstalling mods, that could do anything to RealEngines. I will see, what I'll find out. Link to comment Share on other sites More sharing options...
RedAV8R Posted September 19, 2014 Author Share Posted September 19, 2014 @RedAV8R: I dont have those mods you named. I will now just start deinstalling mods, that could do anything to RealEngines. I will see, what I'll find out.Do me a favor, don't uninstall anything. Test things again and give me a slightly more detailed and accurate idea of what YOU see. Activate the engine, make sure the gimbal is turned on, (if you right click the part, there should be two "lock gimbal" buttons). Try and change attitude, the rocket should change attitude, the exhaust animation won't move, the engine itself will, but the rocket will change attitude. Link to comment Share on other sites More sharing options...
FreeThinker Posted September 22, 2014 Share Posted September 22, 2014 1.4.0 RT2 & RO 6a12I think they should report on the OP that the current version (1.4.1) of RemoteTech is not fully compatible with RO 6.0 and provide a link to 1.4.0 as an alternative Link to comment Share on other sites More sharing options...
RedAV8R Posted September 22, 2014 Author Share Posted September 22, 2014 I will add a note on the OP stating that the computer is not working at this time, but I will not provide a link to an old version of anything. Link to comment Share on other sites More sharing options...
Kitspace Posted September 22, 2014 Share Posted September 22, 2014 HelloAre there any updates coming?What is the current progress on the next version?What is going to be changed there?I certainly do not want to look like a bore but everything that I have seen here up to the moment was always well worth the wait. Nothing changed for some time already despite the original post saying that the updates are going to come out often on this stage and I am starting to think that I have missed something. I just hope that everything is fine. Link to comment Share on other sites More sharing options...
RedAV8R Posted September 22, 2014 Author Share Posted September 22, 2014 Work is continuing. If you've paid attention to git, updates have been made nearly every day minus about a week stretch I was on vacation. With 0.25 on it's way shortly I've held back from another release. Currently working on SDHI/AJKD/Taurus. Once that's done I can issue a release (likely last 0.24.2 release). They'll be some stock changes for 0.25 and when that is done I'll release another update. Link to comment Share on other sites More sharing options...
MaxP Posted September 22, 2014 Share Posted September 22, 2014 I've got a problem with Apollo CM heatshield - it burns on reentry near 40 km.https://imageshack.com/i/idiz9dkmjhttps://imageshack.com/i/iqCnvfK9jWhat's wrong with it? Maybe 800C limit for the CM? I've noticed that CM were overheating just before the explosion. Link to comment Share on other sites More sharing options...
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