Jump to content

[0.25] Realism Overhaul w/ RedAV8R [Terminated]


RedAV8R

Recommended Posts

Eh...I honestly couldn't get the arms to work at all. Even stock. Not sure what the problem was, haven't tried it again, but it seems others were, so I ensured size/mass was correct and left it be. The arms and physics never seemed to play nice for me. My time to actually play and completely test things is limited so basic support is added and I move on. If bugs are experienced and reported, then I'll go back and see what I can do. Pretty limited as to what we can do with the arms considering everything is plug-in based. They will sure look and weigh right though:)

Link to comment
Share on other sites

@RedAV8R: Romfarer plugin has a feature where it increases the physics load distance for your craft. Up to like 600km I think. Such that you can set it too big, drive around on the Mun and have other vessels 50km away explode because the terrain LOD switches to ScaledSpace or something(not exactly sure what happens). It has some good uses in some places.

Link to comment
Share on other sites

Just installed the new update. And I have two issues and one question(which is probably in the wrong thread).

M1snhGZ.png

The Taurus HCV doesn't work. At all. It was fine in the previous version without the additional RCS(that's the only thing that shows up).

Secondly the Aerojet Engines have been REMOVED not added it seems as that engine was in the last release and working.

All I did was delete the old RealismOverhaul folder and added the new one and replaced the KAS and TAC LS folder .cfg's etc.

I will post a log if needed but I can't imagine what good that would do in this situation.

UPDATE: I'm remaking my modded install and reinstalling KSP from fresh to see if that works.

Edited by ANWRocketMan
Link to comment
Share on other sites

Let me get home and see what's going on.

You do have the latest version of AerojetKerbodyne right...AJKD had some MAJOR changes with their latest version...if in fact it was working for you in the last version of RO, and not now, then most likely AJKD needs updating too.

Edited by RedAV8R
Link to comment
Share on other sites

NEW RELEASE!!!

v6.0 ALPHA 13 \/

*Added AVC Support

*Updated MM to v2.3.5

*Added KAS Support

*Added Kethane Support

*Added SpacePlane Plus Support - Will be updated as necessary with inclusion into KSP 0.25

*Added ScanSAT Support

*Added Romfarer Robotic Arms & Lazor Support

*Added KerbalGPS Support

*Added KerbX Support

*Added RLA Support back (now v11.2)

*Added TaurusHCV Support

*Added SDHI Service Module Support

*Added AerojetKerbodyne v3.* Support

*More KlockheedMartian Update/Fixes

*Reworked Stock Pyrios Booster

*RCS Added to multiple crew pods

*Deadly ReEntry Update/Fixes

*NovaPunch2 Fixes

*Universal Storage Fixes

*TACLS Updates/Fixes

*RemoteTech2 Update/Fixes

*AIES Probe Update/Fixes

thank you!

Link to comment
Share on other sites

I should. Let me just check my changelog(yes I'm that OCD).

EDIT: That is an RLA engine. But it's an older alternative config one. Release 12 had a modified config for it. Not sure if you removed it since then. But since Aerojet has the AJ10-118J in it it's not a problem.

I'm not on the newest version of Aerojet. Infact I don't have it installed. Will do and see if that fixes it. You might want to indicate on the main post that it is required for the Taurus HCV to work.

Thanks.

Edited by ANWRocketMan
Link to comment
Share on other sites

Hi RedAV8R,

Thanks for including a config for Universal Storage, we really appreciate support of our mod.

I have a request and a question, can you add Daishi as a co-author, he did all the modelling and texture work, I just did the research and config files.

Looking at the file you've converted the O2 and H2 resources to liquid, which is correct in that the tanks store the resource as a liquid. However I used the Apollo CSM as a base and even though the storage phase is liquid, the tanks only ever output as a gas. In each tank there is a heating element that causes some of the contents to vaporize, this gas is then piped to wherever it needs to go (ECS and fuel cell in Apollo). As the tanks empty the heater has to be turned up to keep a working pressure. There was never an ability to tap off liquid in use (although the tank could be de-fueled on the ground). This is also why the tanks have a reduced capacity compared to their volume, the tanks were not filled up to allow room for the contents to vaporize.

Of course this doesn't mean the technology isn't available to pull liquid resource from the tank, just that they were based on a real world system where it was designed to output gas only.

Link to comment
Share on other sites

Hey, new to RO mod, but enjoying it so far.

I have a question though, is the kerbodyne s-7300 supposed to have a volume of 147 kL? This seems excessively large. If I make a similar tank with procedural tanks I get somewhere in the range of 36 kL. Same goes for the other kerbodyne tank btw. Did I mess up somewhere in the install? :P

Link to comment
Share on other sites

@teal'c: Good to hear. WOW. Remnant of when those tanks were part of the Pyrios. I'll get that fixed pronto. THANK YOU!

@Kitspace: Who says it was never released? Well it was, just not available for download now.

Link to comment
Share on other sites

Why not? Is there a place or a way to get it as it was when active if it was released?

Also the new release looks cool but there is still a couple of questions on it.

This time I did not yet install anything but the required and the recommended mods so no part packs and stuff at the moment.

The built in thrusters on the stock pods are quite misaligned with at least the approximate spots where they are on the capsules visually. But much more important they behave weirdly and I am in doubt if this is a purely visual effect or there is something wrong with the actual thrusters. In particular some thrusters do not respond to their respective control inputs but sometimes do respond to inputs on the other axis or when more than one button at a time is pressed. However I am not sure if those thrusters that are not firing still provide torque and some times it seems like they do. What can be wrong with them? How many thrusters are the stock capsules supposed to have and where are they supposed to be located?

All of the manned pods and cockpits I have tested yet do not have the Remote Tech modules and do not have any antennae at all for some reason. I will try to test it again but the unmanned cores have that stuff and there are just not as much mods to mess it up this time.

How do I decrease the power of the Deadly Reentry decoupler? With the new Tweak scale system it is very small by default while it still has all its regular power so when it is upscaled to four metres it becomes so powerful that the capsule is shot away at a huge speed instead of a clean gentle separation like it was when the forces were tweaked manually for each size.

I will get the logs list of mods and examples tomorrow if you need them.

Thank you.

Link to comment
Share on other sites

@Kitspace:

No logs needed.

KerbX. I have no idea why it was removed. The fact is that it was, and no new legal upload has been made. Respect the authors wishes.

I don't give a darn about textures and placement of thrusters based on that. Seriously look at the textures. If I actually put thrusters there, the pod for sure would not be controllable. What I have done, I assure you they do respond. I have noticed VISUALLY sometimes it doesn't seem they are firing, but they are in fact firing, fuel decreases and the pod moves. That's effects, and per the OP, I'm not doing squat with effects. The Mk1-2 has 12 thrusters, placed in similar fashion to that of Apollo. Offers plenty of control in all dimensions. The Mk1 has 6 placed similar to Mercury.

Under stock conditions manned pods and cockpits don't have RT modules either. Keeping things consistent.

Decoupler power, I'll admit, I knew about it and it didn't make my to-do list for this release. I've almost got LazTek worked up again, once that's done I'll post another release with the decoupler fix, the fuel tank fix mentioned above and anything else that comes along between now and then.

Link to comment
Share on other sites

Great new release! I noticed the Spaceplane+ parts have been rescaled to proper sizes. Will the stock mk1 and mk2 cockpits + their matching B9 parts (mk2 fuselages, mk1-mk2 adapters etc) be scaled to the same dimensions in the future?

Link to comment
Share on other sites

SpacePlane+, and B9, and stock Mk1, 2, 3 plane parts are on hold for the moment until 0.25 comes out which integrates SP+...so that alone will require a revamp, once "stock" is done, then B9 will be made to match.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...