tmikesecrist3 Posted October 17, 2014 Share Posted October 17, 2014 I am not sure Dragon. Though I do have a request. Not sure if I should make it to the person thinking about bring FASA up to standard or if I should talk to Fazzak about it. I will drop something in there... Now I know this is not vary kerbal but I think it would be nice if there was an unmanned controllable Boiler plate Vision of the pods for testing... so that we can nail down things like re-entry Link to comment Share on other sites More sharing options...
jrandom Posted October 17, 2014 Share Posted October 17, 2014 What does one need to do in order to bring a previously accurate and working pack (like FASA) to the new standard? Is it just a matter of renaming fuels?The FASA parts are excellent and I would love to see them supported as well. Link to comment Share on other sites More sharing options...
Guest Posted October 17, 2014 Share Posted October 17, 2014 That's what I'd like to do, but I need to know how. Also, is EngineThrustController still used/required? Link to comment Share on other sites More sharing options...
RedAV8R Posted October 17, 2014 Author Share Posted October 17, 2014 Well with the call for FASA, I'll put that to the top of the list. Dragon01, fuels 'should' have been updated already, adding proper TAC resources, etc, and no ETC is NOT being used/required anymore. Hence why it's NOT on the required list. Thrust curves will need some work too. Link to comment Share on other sites More sharing options...
NathanKell Posted October 17, 2014 Share Posted October 17, 2014 1. RO already is updated for the new fuels, although when densities changed the fuel amounts might need to change slightly.2. I don't believe EngineThrustController is required anymore.3. As for bringing FASA support up to date, I'm not sure what needs to be done; I hadn't encountered anything wrong. Link to comment Share on other sites More sharing options...
jrandom Posted October 17, 2014 Share Posted October 17, 2014 I haven't actually tried installing FASA in my .25 install yet. I'll try it out this weekend. Link to comment Share on other sites More sharing options...
tmikesecrist3 Posted October 17, 2014 Share Posted October 17, 2014 I have tried FASA but I am having an odd issue with the Explorer probe core, or the Sgt Rockets, not sure which... but for some reason soon a sec or a few sec I get a message saying that my camera view has changed to the sun and I get a black screen with the UI at the top and bottom edge of the screen. Same if I got back to the space center. IT only seems to happen with the Explorer probe... if it will help I can see about doing it again and getting some screen shots and an output log? Link to comment Share on other sites More sharing options...
RedAV8R Posted October 17, 2014 Author Share Posted October 17, 2014 Well logs would be the appropriate procedure as outlined in the OP. Link to comment Share on other sites More sharing options...
tmikesecrist3 Posted October 17, 2014 Share Posted October 17, 2014 Heres some logs I have hope the are of help... I still find it odd that it only seems to happen with one or 2 partshttps://www.dropbox.com/sh/14y4ruvwovk1xxf/AAB7afiqLiI4GlNBNphTdM0wa?dl=0 Link to comment Share on other sites More sharing options...
coldblade2000 Posted October 18, 2014 Share Posted October 18, 2014 Heads up, it seems SDHI or Aerojet Kerbodyne overrydes the RO configs for the MK1-2 pod. Specifically, the real fuels stuff, like customizable tanks and such. Please note that I am not complaining, I read the main post and all the times you scream at people who don't read the thread. This is just to let you know early on Link to comment Share on other sites More sharing options...
jrandom Posted October 18, 2014 Share Posted October 18, 2014 Quick question: Are my planes overheating and exploding (Mach 3.2 - Mach 3.4, 22-26km) simply because the parts haven't been updated for RO yet? (I'm trying to figure out if this is just more realistic behavior or if something is broken due to most part .cfgs not being officially RO-ready for .25 yet.)I'm using RO from github and don't expect any official support, just curious as to which of the above two cases is correct. Link to comment Share on other sites More sharing options...
RedAV8R Posted October 18, 2014 Author Share Posted October 18, 2014 People are amazing. "I'm using a basically unofficial version of something in which nothing I'm using is supported, and I'm not expecting support, but could you please support my question." Link to comment Share on other sites More sharing options...
Redhotita1 Posted October 18, 2014 Share Posted October 18, 2014 Sorry if it's the wrong position to post, but I have really no clue which mod is causing the problem.Apparently Mk1-2 + heatshield has no drag!When i try to make a reentry with it (I didn't try with other cockpits though) it slows down very slowly, I usually set an orbit of 200kmx81kmMy speed keeps very high (7,7km/s) till 60km-50km even though my capsule actually burns alot, until burn up all the heatshield and explode at 4km/s to an altitude of 25km...It looks irrealistic, i don't know if the problem it's of RSS, FAR, RO... I really have no clue... Link to comment Share on other sites More sharing options...
jrandom Posted October 18, 2014 Share Posted October 18, 2014 (edited) People are amazing.Oh come on, we're not allowed to ask questions just in case someone happens to have an answer? No need to be a jerk about it. I'm not asking for a fix, and I'm not asking for anyone to waste time digging for an answer, but if they already happened to know... that's what I was curious about. Edited October 18, 2014 by jrandom Link to comment Share on other sites More sharing options...
RedAV8R Posted October 18, 2014 Author Share Posted October 18, 2014 Sorry if it's the wrong position to post, but I have really no clue which mod is causing the problem.Apparently Mk1-2 + heatshield has no drag!When i try to make a reentry with it (I didn't try with other cockpits though) it slows down very slowly, I usually set an orbit of 200kmx81kmMy speed keeps very high (7,7km/s) till 60km-50km even though my capsule actually burns alot, until burn up all the heatshield and explode at 4km/s to an altitude of 25km...It looks irrealistic, i don't know if the problem it's of RSS, FAR, RO... I really have no clue...If you actually followed directions and provide a proper report we could help you. Link to comment Share on other sites More sharing options...
coldblade2000 Posted October 18, 2014 Share Posted October 18, 2014 Can confirm the drag problem. My pods don't stop until like 30km where they instantly get tons of Gs and burn up even with headshields Link to comment Share on other sites More sharing options...
NathanKell Posted October 18, 2014 Share Posted October 18, 2014 I see nothing wrong with the cfg for the shield, so my guess is you might be attaching via the wrong node. Link to comment Share on other sites More sharing options...
Redhotita1 Posted October 18, 2014 Share Posted October 18, 2014 If you actually followed directions and provide a proper report we could help you.I'll do my best to provide the logs for a reentry, but kerbal keep crashing during liftoff... For tomorrow I'll do it. I hope I see nothing wrong with the cfg for the shield, so my guess is you might be attaching via the wrong node.Well, that's how i did it...As you can see, it's quite faststarting from a 300km x 91km (about 3 aerobraking) Link to comment Share on other sites More sharing options...
RedAV8R Posted October 19, 2014 Author Share Posted October 19, 2014 (edited) @Redhotita1: & coldblade2000: Pretty sure NK and I have figured out that heatshield issue. That fix and a few others and some additions coming in the next release shortly.@jrandom: Likely both cases are true. Realism is first and foremost. Nothing is finalized though. Remember KSPs temperature modeling is basically worthless, RealHeat will fix most of those issues when released. Edited October 19, 2014 by RedAV8R Link to comment Share on other sites More sharing options...
jrandom Posted October 19, 2014 Share Posted October 19, 2014 Likely both cases are true. Realism is first and foremost. Nothing is finalized though. Remember KSPs temperature modeling is basically worthless, RealHeat will fix most of those issues when released.Oh, it's even worse than that! Thought I had verified that the pod's max temperature was 1700 degrees when in fact it was set to 800, so in this case the real cause was simply PEBKAC. I've now successfully made my own custom MM patch so I can use that cockpit for higher-temp usages. I have massive appreciation for the work that you and Nathan have put into this, make no mistake about that. I would have lost interest in KSP long ago were it not for RO. Link to comment Share on other sites More sharing options...
RedAV8R Posted October 19, 2014 Author Share Posted October 19, 2014 Yes, all parts are being defaulted to 800C (even that is a higher than it should be and will likely be decreased further). Link to comment Share on other sites More sharing options...
NathanKell Posted October 19, 2014 Share Posted October 19, 2014 It's worth noting that, in DRE, a part will start "burning" at 85% of its max temperature. This is why, for heat shields that top out at 1530C, you want a maxTemp of over 1800, and it means your 800C-max-temp fuselage will start burning at 680C (which is about Mach 2.7 at sea level, for reference). Link to comment Share on other sites More sharing options...
coldblade2000 Posted October 19, 2014 Share Posted October 19, 2014 if it is burning, will it get destroyed without hitting the max temp? Link to comment Share on other sites More sharing options...
NathanKell Posted October 19, 2014 Share Posted October 19, 2014 Unless it cools off below the start-burning temperature, the fire will itself increase the part's temperature and cause damage, eventually resulting in it being destroyed. Link to comment Share on other sites More sharing options...
coldblade2000 Posted October 19, 2014 Share Posted October 19, 2014 Is there any way I could do pointy heatshields? If not I might give ksp modding a chance and add a mod to procedural parts for it (if swamp_ig lets me). Link to comment Share on other sites More sharing options...
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