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[1.1.2] Realism Overhaul v11.0.0 May 8


Felger

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I honestly figured this is a problem with the part but one of the nice folks over in the FASA board suggested that I should post this here.

I'm trying to build the Mercury-Atlas in RO but I'm running into a problem. I've gove one of the Atlas fuel tanks and engines. I've actually launched this same basic Atlas a couple times without issue. Instead of an explorer probe core, though, this time I have the Mercury/Atlas decoupler, then above that I have the Mercury command module (complete with Re-entry module and retro straps). Less then 30 seconds into the launch there's a small explosion and suddenly my command module slides off the Atlas rocket. When I hit F3 I get the following:

[00:00:43] Join between Mercury Retro Strap / Decoupler and Mercury Re-entry Module failed due to aerodynamic stresses.

I've launched the Mercury/Redstone (which has the same exact command module setup, just a different engine, fuel tank and decoupler) twice without incident. Is there some glitch with the "Mercury - Atlas Spacecraft Adapter"?

I haven't experienced this before, and i have used the Mercury-Atlas Adapter with my build. Try using the "Mercury-Atlas" tank, since there are somewhere like 4-5 different welded types in the FASA RO. Im not sure if that will actually help, but it might!

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Speaking of changes to FASA, I tried to launch Explorer 1 yesterday and found a problem. According to Wikipedia, the Juno-I booster should burn for 155 seconds (using hydyne/LOX), yet I encountered a total burn time of 55 seconds. My fuel tank was full (I made sure to refuel on the pad as well), and I don't know what's happening. I'll check again later, and tell you if I find anything. If anyone knows of some way to increase the burn time, please tell.

Other notes on FASA, the Spacecraft-Lunar Module adapter is still misplaced. Stock offset doesn't work and only makes it worse. As it stands, there is a large gap in between the Service Propulsion System and the SLA fairings, and the LM is mounted too high (the RCS ports stick out the side). I'll take a look to see if I can find better node locations and report back later. There may be several other issues, and I'll see whether I can find anything else.

Thanks for your help and assistance in these problems.

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I think you guys would find this spreadsheet that I made for TAC lifesupport in Realism overhaul very useful. You can enter the number of Kerbals, the planned duration of your trip, and the which TAC life support converters you want to use, and it will calculate how many units of each resource you will need or produce during your trip. I pulled all the values directly from the .cfg files so it should be very accurate. It should also be useful for those who want to edit the TAC MM configs.

The green section is for you to change the duration, number of kerbals, or the number of resource converters for your trip. The yellow section will give you the total amount of resources consumed or produced based on what you put into the green section.

The blue section is modders to see what the results are from changing a value from the Realism Overhaul module manager config for TAC Lifesupport.

I hope you guys enjoy!

Very handy! Looks like you swapped the numbers for WasteWater and Waste in the Kerbals row of the Converters sheet. I fixed that and put in my own numbers for the actual converters, and now I'm playing around with a plan to use Kerbals as resource converters, turning food into rocket fuel. I just have to change some things so Oxygen and Hydrogen become LqdOxygen and LqdHydrogen, then deal with boiloff...

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I have a quick question, are there any engines in any of the mod packs that are configured to be a J-2X? The spreadsheet says that the liquidEngineconstelacion engine from AIES is supposed to be a J-2X, but that AIES engine is showing up as a RD-0210 in my game.

Very handy! Looks like you swapped the numbers for WasteWater and Waste in the Kerbals row of the Converters sheet. I fixed that and put in my own numbers for the actual converters, and now I'm playing around with a plan to use Kerbals as resource converters, turning food into rocket fuel. I just have to change some things so Oxygen and Hydrogen become LqdOxygen and LqdHydrogen, then deal with boiloff...

Haha, very interesting idea!

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Very handy! Looks like you swapped the numbers for WasteWater and Waste in the Kerbals row of the Converters sheet. I fixed that and put in my own numbers for the actual converters, and now I'm playing around with a plan to use Kerbals as resource converters, turning food into rocket fuel. I just have to change some things so Oxygen and Hydrogen become LqdOxygen and LqdHydrogen, then deal with boiloff...

Well that does explain how they're able to do their rocket program on the cheap and also why they leave no bodies when they die. (*POOF!*)

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I haven't experienced this before, and i have used the Mercury-Atlas Adapter with my build. Try using the "Mercury-Atlas" tank, since there are somewhere like 4-5 different welded types in the FASA RO. Im not sure if that will actually help, but it might!

I tried that. First attempts were with the Atlas E/F Tank I first bought but when the problem happened, I got the Mercury-Atlas Launch Vehicle just to cover all he bases. Same thing happens.

Sounds like we need to change Adapter to Adapter Shroud so FAR shields the parts inside it.

Should point out, I went so far as to try using the Mercury-Redstone Decoupler on the Atlas tank just to see if that would make a difference. No change, though. Around 30 seconds into the flight the Mercury capsule basically slides off after the retro straps fail due to aerodynamic stresses.

EDIT: I tried changing the name of the adapter to "Mercury - Atlas Spacecraft Adapter Shroud" but got the same result. Small explosion at about 30 seconds, then the Mercury capsule slides off the rocket and slowly falls to the ground.

EDIT: So I messed around with some of the values on the decoupler but nothing I've tried so far seems to have any effect. I finally removed the retro package and straps from the Mecury and was able to use the Atlas to get the capsule up (nearly into a sustainable orbit, actually). Of course, if I manage to make orbit without the retro package, Jeb would be stuck in orbit till is life support was gone so this is probably not a good work around. :)

EDIT: So I may have found a work around. Normally with the Atlas booster I've started by Gravity Turn when I hit about 150m/s. With the Mercury/Atlas, that means I'm barely at 1500m off the gound. This flight I tried staying completely vertical until I was at 10km, then start my gravity turn. I'm doing a far more significant 500m/s by this point, but I managed to tip over to 60 degrees without issue. I then finished my slow turn and managed to put the capsule into 148km x 3.5Mm orbit. Maybe the issue was simply that I started my turn too soon.

Edited by chrisl
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So after finally getting my Mercury/Atlas into orbit, it came time for me to deorbit and return Jeb home. Everything went great. Lined up for an 85km periapsis and planned the burn so it would require the full 108dv that the mercury retro pack provides. Used up and jettisoned the pack. Smoothly re-entered the atmosphere. Armed the parachute and, eventually, gently landed in the ocean off the cost of the Lighthouse Space Center (using 10x instead of RSS). In fact, things went extremely smoothly. So smoothly, in fact, that I think there might be an issue with the Mercury pod and FAR because during my reenty Mechjeb was reporting that I had a drag coefficient of 0.017 but I thought FAR wanted to blank the drag for all parts. Is it possible that the Mercury pod is getting drag from both stock aerodynamics and FAR?

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is there a way to get real plume without RO?

Not really, it kind of depends on the configs that we use on the engines. You could try making expanding plume configs for HotRockets, B9 Aerospace does that for its engines. But as it stands, the plumes would look pretty funny if you tried to directly port them.

Has bac9's procedural wings pack support been deprecated? It says non-RO in the VAB/SPH.

That's weird, I added those as supported a couple of releases ago, but now they're not in the release package. I'll fix it and get a new update out real quick.

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Not really, it kind of depends on the configs that we use on the engines. You could try making expanding plume configs for HotRockets, B9 Aerospace does that for its engines. But as it stands, the plumes would look pretty funny if you tried to directly port them.

That's weird, I added those as supported a couple of releases ago, but now they're not in the release package. I'll fix it and get a new update out real quick.

Thanks, the stock mk3 cargo bays are also causing some problems, it gives this error in the VAB.

[WRN 17:34:06.823] [Part]: PartModule FARCargoBayModule at mk3CargoBayS, index 4: index exceeds module count as defined in cfg.
Looking for FARCargoBayModule in other indices...
[ERR 17:34:06.823] ...no FARCargoBayModule module found on part definition. Skipping...

Edit: 8.0.1 isn't up on CKAN yet.

Edited by Robotengineer
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Thanks, the stock mk3 cargo bays are also causing some problems, it gives this error in the VAB.

[WRN 17:34:06.823] [Part]: PartModule FARCargoBayModule at mk3CargoBayS, index 4: index exceeds module count as defined in cfg.
Looking for FARCargoBayModule in other indices...
[ERR 17:34:06.823] ...no FARCargoBayModule module found on part definition. Skipping...

Edit: 8.0.1 isn't up on CKAN yet.

Is that error the only sign of trouble? Becuase it's not abnormal to see errors like that even when the reported module is functioning properly. Especially for FAR modules which are not added through config files but are instead added by the plugin itself when it executes.

So after finally getting my Mercury/Atlas into orbit, it came time for me to deorbit and return Jeb home. Everything went great. Lined up for an 85km periapsis and planned the burn so it would require the full 108dv that the mercury retro pack provides. Used up and jettisoned the pack. Smoothly re-entered the atmosphere. Armed the parachute and, eventually, gently landed in the ocean off the cost of the Lighthouse Space Center (using 10x instead of RSS). In fact, things went extremely smoothly. So smoothly, in fact, that I think there might be an issue with the Mercury pod and FAR because during my reenty Mechjeb was reporting that I had a drag coefficient of 0.017 but I thought FAR wanted to blank the drag for all parts. Is it possible that the Mercury pod is getting drag from both stock aerodynamics and FAR?

FAR ignores some parts including allowing the stock drag values to remain.

I forget which ones but I think chute parts aren't handled by FAR at all.

Edited by Starwaster
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It isn't the only sign of trouble, I'm not on my KSP partition right now, but I'll get the log. It screws up the saves editor craft loading, it says cannot find root part of (craft name here) in the debug console. Is there a designated app for opening .log files on Linux? It currently opens them in the plain text editor.

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It isn't the only sign of trouble, I'm not on my KSP partition right now, but I'll get the log. It screws up the saves editor craft loading, it says cannot find root part of (craft name here) in the debug console. Is there a designated app for opening .log files on Linux? It currently opens them in the plain text editor.

There is actually but I forget what it's called....

Personally I found it the biggest pain in the assets to use and I ended up looking for a Notepad++ clone. (which I found but also forget what that was called)

I should mention though that the log viewer was something kept track of multiple log files on its own and updated in real time as the log was updated so it had that going for it. (makes it easier to troubleshoot with KSP running, but I still hated it)

Maybe you should just post the log here and let someone take a look at it?

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It isn't the only sign of trouble, I'm not on my KSP partition right now, but I'll get the log. It screws up the saves editor craft loading, it says cannot find root part of (craft name here) in the debug console. Is there a designated app for opening .log files on Linux? It currently opens them in the plain text editor.

Are you using RCSBuildAid? The latest version released breaks with RealFuels in exactly the manner you mention.

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You can just use the regular gedit for log files. Whenever you refocus gedit, it checks if the file has changed and will ask if you want to reload the file. Can't get much simpler than that. Also it's lightweight, most every linux has it, and it is reasonably fast even on supersize log files.

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Are you using RCSBuildAid? The latest version released breaks with RealFuels in exactly the manner you mention.

Yes, that's it then. It's necessary to build shuttles with RCS though. Will there be a fix out soon?

Edit: Just checked the thread, going to DL it when I get KSP up later today.

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Yes, that's it then. It's necessary to build shuttles with RCS though. Will there be a fix out soon?

Edit: Just checked the thread, going to DL it when I get KSP up later today.

Yeah he has a hotfix in the thread, but not officially released. Also if that doesn't work (I haven't tested it) I can say that going back to the previous version does work. That's what i'm using right now.

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Yeah he has a hotfix in the thread, but not officially released. Also if that doesn't work (I haven't tested it) I can say that going back to the previous version does work. That's what i'm using right now.

Do you know what the most recent version is that does work with RF is?

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