Jump to content

Realism Overhaul Discussion Thread


NathanKell

Recommended Posts

But how do RCS engines consume the fuel? Do they use capillaries?

Monopropellant, usually hydrazine for simplicity and reliability (we don't have that problems in RO), is stored inside a pressurized container (service module or probe core in RO). On command, valve opens and fuel flows over the catalyst. With catalyst, fuel rapidly decomposes and produces net thrust.

Link to comment
Share on other sites

Can you paste in the contents of your ModuleManager.Physics file? Sounds like you may not have the right settings there.

Sorry for the absence of reply. I was away from a computer for two weeks.

dragMultiplier = 8
dragCubeMultiplier = 0.1
angularDragMultiplier = 2
liftMultiplier = 0.036
liftDragMultiplier = 0.015
bodyLiftMultiplier = 18
aeroFXScalar = 0.00004
aeroFXDensityExponent = 0.7
aeroFXStartThermalFX = 2.5
aeroFXFullThermalFX = 3.5
aeroFXExponent = 4.0
thermalMaxIntegrationWarp = 100
spaceTemperature = 4
solarLuminosityAtHome = 1360
solarInsolationAtHome = 0.15
convectionDensityExponent = 0.5
convectionVelocityExponent = 3.0
convectionFactorSplashed = 5000
fullConvectionAreaMin = -0.1
fullToCrossSectionLerpStart = 0.8
fullToCrossSectionLerpEnd = 1.5
machConvectionStart = 2
machConvectionEnd = 4.0
machConvectionExponent = 3
turbulentConvectionStart = 100
turbulentConvectionEnd = 400
turbulentConvectionMult = 25
machTemperatureScalar = 7.5
machTemperatureVelocityExponent = 0.75
partEmissivityExponent = 4
radiationFactor = 1
convectionFactor = 1.1
newtonianConvectionFactorBase = 4.0
newtonianConvectionFactorTotal = 1.0
newtonianDensityExponent = 0.5
newtonianVelocityExponent = 1.0
conductionFactor = 5
internalHeatProductionFactor = 0.025
aerodynamicHeatProductionFactor = 1.0
standardSpecificHeatCapacity = 800
skinSkinConductionFactor = 0.06
skinInteralConductionFactor = 0.25
shieldedConductionFactor = 0.01
DRAG_TIP
{
key = 0 1 0 0
key = 25 1 0 0
}
DRAG_SURFACE
{
key = 0 0.02 0 0
key = 0.85 0.02 0 0
key = 0.9 0.0152439 -0.07942077 -0.07942077
key = 1.1 0.0025 -0.005279571 -0.001936768
key = 2 0.002083333 -2.314833E-05 -2.314833E-05
key = 5 0.003333333 -0.000180556 -0.000180556
key = 25 0.001428571 -7.14286E-05 0
}
DRAG_TAIL
{
key = 0 1 0 0
key = 0.85 1 0 0
key = 1.1 0.25 -0.02215106 -0.02487721
key = 1.4 0.22 -0.03391732 -0.03391732
key = 5 0.15 -0.001198566 -0.001198566
key = 25 0.14 0 0
}
DRAG_MULTIPLIER
{
key = 0 0.5 0 0
key = 0.85 0.5 0 0
key = 1.1 1.3 0 -0.008100224
key = 2 0.7 -0.1104858 -0.1104858
key = 5 0.6 0 0
key = 10 0.85 0.02198264 0.02198264
key = 14 0.9 0.007694946 0.007694946
key = 25 0.95 0 0
}
DRAG_CD
{
key = 0.05 0.0025 0.15 0.15
key = 0.15 0.0225 0.3 0.3
key = 0.25 0.0625 0.5 0.5
key = 0.35 0.1225 0.7 0.7
key = 0.45 0.2025 0.9 0.9
key = 0.55 0.3025 1.1 1.1
key = 0.65 0.4225 1.3 1.3
key = 0.75 0.5625 1.5 1.5
key = 0.8 0.66 2.3775 2.3775
key = 0.85 0.8 2.733777 2.733777
key = 0.9 0.89 1.1 1.1
key = 1 1 1 1
}
LIFTING_SURFACE_CURVES
{
LIFTING_SURFACE
{
name = Default
lift
{
key = 0 0 0 1.965926
key = 0.258819 0.5114774 1.990092 1.905806
key = 0.5 0.9026583 0.7074468 -0.7074468
key = 0.7071068 0.5926583 -2.087948 -1.990095
key = 1 0 -2.014386 -2.014386
}
liftMach
{
key = 0 1 0 0
key = 0.3 0.5 -1.671345 -0.8273422
key = 1 0.125 -0.0005291355 -0.02625772
key = 5 0.0625 0 0
key = 25 0.05 0 0
}
drag
{
key = 0 0.01 0 0
key = 0.3420201 0.06 0.1750731 0.1750731
key = 0.5 0.24 2.60928 2.60928
key = 0.7071068 1.7 3.349777 3.349777
key = 1 2.4 1.387938 0
}
dragMach
{
key = 0 0.35 0 -0.8463008
key = 0.15 0.125 0 0
key = 0.9 0.275 0.541598 0.541598
key = 1.1 0.75 0 0
key = 1.4 0.4 -0.3626955 -0.3626955
key = 1.6 0.35 -0.1545923 -0.1545923
key = 2 0.3 -0.09013031 -0.09013031
key = 5 0.22 0 0
key = 25 0.3 0.0006807274 0
}
}
LIFTING_SURFACE
{
name = BodyLift
lift
{
key = 0 0 0 1.975376
key = 0.309017 0.5877852 1.565065 1.565065
key = 0.5877852 0.9510565 0.735902 0.735902
key = 0.7071068 1 0 0
key = 0.8910065 0.809017 -2.70827 -2.70827
key = 1 0 -11.06124 0
}
liftMach
{
key = 0.3 0.167 0 0
key = 0.8 0.167 0 -0.3904104
key = 1 0.125 -0.0005291355 -0.02625772
key = 5 0.0625 0 0
key = 25 0.05 0 0
}
drag
{
key = 0 0 0 0
}
dragMach
{
key = 0 0 0 0
}
}
LIFTING_SURFACE
{
name = SpeedBrake
lift
{
key = 0 0 0 0
}
liftMach
{
key = 0 0 0 0
}
drag
{
key = 0 0.01 0 0
key = 0.3420201 0.06 0.1750731 0.1750731
key = 0.5 0.24 2.60928 2.60928
key = 0.7071068 1.7 3.349777 3.349777
key = 1 2.4 1.387938 0
}
dragMach
{
key = 0 0.35 0 -0.8463008
key = 0.15 0.125 0 0
key = 0.9 0.275 0.541598 0.541598
key = 1.1 0.75 0 0
key = 1.4 0.4 -0.3626955 -0.3626955
key = 1.6 0.35 -0.1545923 -0.1545923
key = 2 0.3 -0.09013031 -0.09013031
key = 5 0.22 0 0
key = 25 0.3 0.0006807274 0
}
}
}

Link to comment
Share on other sites

Hi everyone - I was wondering what the relevant differences are between restartable and non-restartable engines.

For example, if I wanted to mod an existing engine in-game to make a new restartable version, what else should I change about the engine to make that improvement plausible? For example: increased mass, etc.

Link to comment
Share on other sites

To all people that made the Solar System experience real for KSP! There is no way that i can manage to even try and play stock - sized KSP again...

Keep up the good work lads! :)

And something that Rothank over at the RP-0 thread motivated me to post since i have been working on it for a while. It is not perfect by any way and there are many things left for improvement...

Spoiler

9FF71CC34C0232A44B19237C932DBA201D259819

44485CF49C924A5577C244EC9E96A7EA2D36F83E

 

(Images are a courtesy of Kronal Vessel Viewer)

Edited by Phineas Freak
Link to comment
Share on other sites

Phineas Freak, those are some truly awesome recreations!

boosters++: Depends on the engine. Pressure-fed hypergolics are fairly simple, you just get a set of valves capable of being opened and closed multiple times. So cost and a tiny bit extra mass. For pump-fed engines it's rather more complex.

Link to comment
Share on other sites

I know real reaction wheels have less torque and spin up, but does it make sense that in RO a reaction wheel with nothing attached floating in free space is not capable of producing any visible rotation at all? I would appreciate it if you try launching only a command module and hyper-edit it into orbit and try it out and let me know if you can rotate it, by itself, with nothing attached.

Link to comment
Share on other sites

I know real reaction wheels have less torque and spin up, but does it make sense that in RO a reaction wheel with nothing attached floating in free space is not capable of producing any visible rotation at all? I would appreciate it if you try launching only a command module and hyper-edit it into orbit and try it out and let me know if you can rotate it, by itself, with nothing attached.

Reaction wheels work fine for me. Which command module did you try this with? If I recall correctly Realism Overhaul removes the reaction wheels from the stock command modules and you have to add a seperate reaction wheel part.

Link to comment
Share on other sites

Have you all considered semi saturable reaction wheels? It does allow fully saturable reaction wheels as well, though if you go that far you'll want persistent rotation so you don't lose torque when engaging time warp. It can even be configured to allow torque recovery with a special module that is added to Rws. The module, a derivative of ModuleRCS will drain RCS fuel and electricity, also entirely configurable via a cfg file, to simulate spinning down with RCS though doing so doesn't impart forces on the vessel it just allows torque recovery for resource expenditure. I know I couldn't use RWs without the mod they truly are magic otherwise ;)

Link to comment
Share on other sites

So when the time comes for my next RSS/RO play through I want to try something different. Instead of using the fuel tanks as they are I want to make my own. Separate fuel and oxidizer tanks using procedural parts housed in a procedural fairing acting as the walls.

What I want to know is what is the absolute easiest way to calculate the fuel to oxidizer ratio for a given engine or cluster of engines. With so many engine and fuel combinations... Where do I even start?

Also what's the best way to go about making sure the dry mass is correct or... Realistic I want to say. Because I'm not necessarily going to go for replicas. If that's the case I can just look up how much fuel they used and the dry mass. But for custom builds I'm worried I wont be able to get the dry mass right with the procedural fairing walls and the inner tanks them selves.

For starters what's a good utilization setting for when I'm building the inner tanks? 99%?

Link to comment
Share on other sites

Also what's the best way to go about making sure the dry mass is correct or... Realistic I want to say. Because I'm not necessarily going to go for replicas. If that's the case I can just look up how much fuel they used and the dry mass. But for custom builds I'm worried I wont be able to get the dry mass right with the procedural fairing walls and the inner tanks them selves.

For starters what's a good utilization setting for when I'm building the inner tanks? 99%?

You will have to experiment and compare your results with real-world examples. My guess would be: Balloon tanks at ~95% utilization.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...