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[1.1.2] Realism Overhaul v11.0.0 May 8


Felger

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Hi. Is there a fuller list of the mod's features somewhere rather than just the five bullet points in the OP?

What features are you interested in? Realism Overhaul itself just modifies the game to be more realistic. Real fuels, real planets, approximately real performance. Some things are harder, some things are easier, but on the whole, everything's a bit more intuitive if you think about how things work in real life.

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Er, I don't know if I'm an idiot or anything, but how do you use Component Space Shuttle in this? I installed it earlier today, and it has the normal stock sizes, and is incompatible with RO (as it says in the description of the parts). Is there any special way to install it? Or is this just a bug? There's no errors in the log (that relate to CSS or RO). Just somewhat annoying.

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Er, I don't know if I'm an idiot or anything, but how do you use Component Space Shuttle in this? I installed it earlier today, and it has the normal stock sizes, and is incompatible with RO (as it says in the description of the parts). Is there any special way to install it? Or is this just a bug? There's no errors in the log (that relate to CSS or RO). Just somewhat annoying.

I think there's somewhere a Module Manager config for it, you'll have to look for it in the CSS Thread. Usually the Mod developers don't care for RSS/RO Problems with their mods, as long as they don't make the mod for RSS.

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Hello

I'm having issues with RO on 0.90 clean install.

Game crashes on loading with message: "Too many heap sections". No other mods, only ATM Agressive.

Error.txt says "KERNELBASE.dll caused a Breakpoint (0x80000003) in module KERNELBASE.dll at 001b:751c492e."

Definitely not running out of RAM. I have 4GB on 32bit (only 3GB usable) and KSP is running on 1,2GB.

Can you guys help? I really want to play in RO.

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Er, I don't know if I'm an idiot or anything, but how do you use Component Space Shuttle in this? I installed it earlier today, and it has the normal stock sizes, and is incompatible with RO (as it says in the description of the parts). Is there any special way to install it? Or is this just a bug? There's no errors in the log (that relate to CSS or RO). Just somewhat annoying.

Just to verify, can you check in your RealismOverhaul folder in GameData and verify this file exists?

https://github.com/KSP-RO/RealismOverhaul/blob/master/RealismOverhaul/RO_SuggestedMods/CSS/RO_CSS.cfg

Without it, you'd experience the symptoms as you listed.

I think there's somewhere a Module Manager config for it, you'll have to look for it in the CSS Thread. Usually the Mod developers don't care for RSS/RO Problems with their mods, as long as they don't make the mod for RSS.

In this case, I know the Mod developer is working with RO / RSS in mind, and stock KSP second. We'll see how that translates to the next release of the mod, but at least there's that.

Hello

I'm having issues with RO on 0.90 clean install.

Game crashes on loading with message: "Too many heap sections". No other mods, only ATM Agressive.

Error.txt says "KERNELBASE.dll caused a Breakpoint (0x80000003) in module KERNELBASE.dll at 001b:751c492e."

Definitely not running out of RAM. I have 4GB on 32bit (only 3GB usable) and KSP is running on 1,2GB.

Can you guys help? I really want to play in RO.

That's very strange, I'd almost recommend reinstalling the game from scratch, since it sounds like something's gone corrupt. Or as we say in the space industry, stray radiation hit - power cycle it!

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I am having the same Eeloo 11/17 problem. Which files were corrupted? How did you fix it?

If your game freezes during that it is almost assuredly running out of ram. Not a certain but like 95% likely.

Having 18GB of ram or whatever means absolutely zip since KSP can't address more than 4gb at max anyway.

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Using the FASA mod with RO, the Mercury and Gemini capsules have no heat shields for Deadly Re-entry either included with the capsule or as a separate part. The separate heat shields do not have the right radius, and the procedural heat shield (along with the separate heat shields) do not fit well on the capsule due to its curved bottom surface (except the small ones that don't cover the whole bottom surface, as it is hard to see the flat top of the shield.) I haven't looked at the shields with Gemini, but using the shields on Mercury definitely looks terrible. Is this a bug?

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Kitspace: Advanced Jet Engines has some jets, which reuse the B9 Aerospace jet model. As for airplane parts, most of ChrisPBacon's work is per-craft, not "plane part packs"--other than B9, and Taverio's Plane Parts, and Firespitter...oh, and there's RetroFuture too, IIRC. That's about it for plane part packs.

GigaG: Fixed in Git. FASA updated, we updated RO to track, but we haven't released the new RO yet, sorry.

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Hello everyone outstanding work on this module ;)

I've installed RO full package via ckan, then many others modules, both with ckan and manual install. I've found octagonal structural tanks from Near Future Construction to have double / broken tanks. Maybe i've somewhat a broken installation, but the problem is both Real Fuels and RO configs add a FuelTankModule to the original part. I think the RO config should have "@" in the lines regarding the FuelTankModule, editing the tank and not adding another. With this hack the tanks works ok for me.

PS Shall i post an issue or a pull request on github?

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I figured out my crash issue. I believe it had to do with what I had set as a my node. Still not sure whats up with the attachment points on the stock lab, but the FASA one works great!

I've been having a lot of trouble with the mobile labs. I have tried both the stock and FASA ones and keep crashing while launching.

Output Logs:

FASA: http://puu.sh/gaVLl/59be09462f.zip

Stock: http://puu.sh/gaVK7/d4ef3a8e6a.zip

I know zero about all this magic is done to make RO, but I am assuming the part of the logs that is showing the issue is near the bottom where I am getting the NANs? Perhaps I have watched to much Scott Manly and his virus has infected my RO now? :P

FASA Lab Launch: Line 533224


rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

recalculated orbit for FASAGeminiMOLSci (Life Support): the Sun
rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

setting new dominant body: the Sun
FlightGlobals.mainBody: Kerbin

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Vessel FASAGeminiMOLSci (Life Support) velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN]
recalculating orbit for FASAGeminiMOLSci (Life Support): Kerbin

Stock Lab Launch: Line 305,264


rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

recalculated orbit for Large.Crewed.Lab (Life Support 2): the Sun
rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN|

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

setting new dominant body: the Sun
FlightGlobals.mainBody: Kerbin

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Vessel Large.Crewed.Lab (Life Support 2) velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN]
recalculating orbit for Large.Crewed.Lab (Life Support 2): Kerbin

I asked around on IRC but no one had any idea what could cause this.

Also worth noting I previously had issues with the attachment points. Anytime I reloaded a vessel with a sci lab on it (even new one on launch pad) anything attached to the lab would move 2-3 meters away and be connected magicly through air.

picture: (Please note I used Procedural Parts in the screenshot, but any parts from stock or any mod causes those nodes to do that. It has nothing to do with the fact I used the PP Tanks.)

00ff26a4d9.png

What I did to try to fix this was change line 24 in the /RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Science.cfg from 1.6 to 1.0. This fixed all my attachment issues however made it small. I tried changing that to

!mesh = DELETE
!MODEL {}
MODEL
{
model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab
scale = 1.6, 1.6, 1.6
}
%scale = 1.6
%rescaleFactor = 1.0

But that just caused the vessels to flip around wildly and without any engines fly off into the sunset without me.

After trying this I reverted to the current RO config for the stock science (linked above) and cleared my caches. And now can't seem to launch anything with a lab on it.

Any help for someone who knows zero about all of this would be greatly appreciated!

-Bevo

Edited by BevoLJ
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I'm a newbie modder and i'd also like to understand how exactly part scaling works. The CFG documentation says altering scale under MODEL affects the nodes but not the model itself, but i've found quite the opposite. Also, there's a bug somewhere which causes rescaled root parts to reset its size on a reload/revert. I was trying to make a RO config for StationPartsExpansion and i've had the same problem, the solution i've found is this:

%RSSROConfig = True
!mesh = DELETE
@MODEL
{
@scale = 1.6, 1.6, 1.6
}
@rescaleFactor = 1.0
@scale = 1.0
@node_stack_top = 0.0, 1.16717376, 0.0, 0.0, 1.0, 0.0, 1
@node_stack_bottom = 0.0, -1.16245408, 0.0, 0.0, 1.0, 0.0, 1
@node_attach = 0.0, 0.0, -0.54553424, 0.0, 0.0, 1.0, 1

I've rescaled the model and manually repositioned the nodes, simply multiplying them by 1.6. The part was 1.25m and now it's 2m. This works even as a root part, i've launched several of these parts and they're currently orbiting Kerbin as my KSS parts :) But i'm not sure this is the correct method to do the rescaling...

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Hi everyone,

working on a new TweakScale release, I noticed that RO includes incomplete TweakScale configs. For example the scaletypes do not define minScale or maxScale, so they get whatever TweakScale fills the blanks with.

There is also a comment in RO_TweakScale.cfg that massfactors no longer work. At least for the simple cases I'd like to point out that scale exponents can also be defined specific to a scaletype.

Last but not least, I made the scaling slider configurable (for future versions >v1.50). You can either get default values calculated from the maxScale value (which may not be quite round) or define your own. incrementSmall is optional, for a second set of arrows like in the UI for procedural parts. So a full scaletype config might look like this:

SCALETYPE
{
name = RealismOverhaulStackSolid
freeScale = true
minScale = 0.3
maxScale = 10
TWEAKSCALEEXPONENTS { mass = 3 }
defaultScale = 1.25
suffix=m
incrementLarge = 1.25
incrementSmall = 0.625
incrementSlide = 0.025
}

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Hi all, I have never been an active member of any forum, but this mod (this and rss) are too good to not be discussed!

Anyway, as you can imagine I'm not here just to give thanks. I'm experiencing the classic "wobbling/disassebling/exploding rocket problem on the launchpad" with bigger rockets (not that big actually, let's say a Moon launcher).

Someone suggested to just change the root part of a certain ship to a part that is nearer to the base.

The problem is that ,doing this, the delta V stats from mechjeb-engeneer come out totally random (not only after the launch, even in the vab, and even if i change the root back to the top of the ship). This is a major problem cause i'm no more able to know the amount of DV that my ships have.... Other than this, changing the root to the base of the rocket makes impossible to use a maneuvre node for multiple stages maneuvres, as i detach the part that the game see as the root, the maneuvre node disappears and i have to re-calculate a new one....

Do you have any solutions for these problems? they are quite bad in my opinion and i wasn't able to find a smart solution by myself ^^

I'm using all mandatory and reccomended mods for RO, plus a couple of parts mods (FASA and soviet engines)

Thank you for your efforts!(and sorry if the problem was already sorted out in some other post that i haven't found!)

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I use KSP-AVC and was surprised to see NathanKell's post about a new version (two, actually) when KSP-AVC still said I was up to date with 8.0.1. So I pulled the new 8.1.1 version and installed it, then started my game back up and took a look at KSP-AVC again. Now it says I'm using RealismOverhaul 7.0.7. I'm guessing it was an mistake to include the 7.0.7 ro.version file with the 8.1.1 release.

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I use KSP-AVC and was surprised to see NathanKell's post about a new version (two, actually) when KSP-AVC still said I was up to date with 8.0.1. So I pulled the new 8.1.1 version and installed it, then started my game back up and took a look at KSP-AVC again. Now it says I'm using RealismOverhaul 7.0.7. I'm guessing it was an mistake to include the 7.0.7 ro.version file with the 8.1.1 release.

Unfortunately RO doesn't have automated build procedures, so yeah the version numbers get missed sometimes. Thanks for pointing it out.

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I need help regarding the docking. Two problems occurred to me: even with perfect alignment, two ships won't connect and undocking is impossible. I close both hatches and undock but vehicles stay "glued" together. On-rails warp separates two ships, but upon exiting warp they accelerate to each other and collide.

Mods:Filter Extensions - 1.16

Kerbal Engineer Redux - 0.6.2.12

Ferram Aerospace Research - 0.14.6

Kerbal Joint Reinforcement - 3.1.1

KSP-AVC Plugin - 1.1.5

Docking Port Alignment Indicator - 5.1

Procedural Parts - 1.0.2

RCS Build Aid - 0.5.5

RealChute - 1.2.6.3

RealismOverhaul - 7.0.4

RealSolarSystem - 8.5

SCANsat - 1.1

TextureReplacer - 2.2.5

Kerbal Alarm Clock - 3.2.3

Transfer Window Planner - 1.2.3

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I need help regarding the docking. Two problems occurred to me: even with perfect alignment, two ships won't connect and undocking is impossible. I close both hatches and undock but vehicles stay "glued" together. On-rails warp separates two ships, but upon exiting warp they accelerate to each other and collide.

Mods:Filter Extensions - 1.16

Kerbal Engineer Redux - 0.6.2.12

Ferram Aerospace Research - 0.14.6

Kerbal Joint Reinforcement - 3.1.1

KSP-AVC Plugin - 1.1.5

Docking Port Alignment Indicator - 5.1

Procedural Parts - 1.0.2

RCS Build Aid - 0.5.5

RealChute - 1.2.6.3

RealismOverhaul - 7.0.4

RealSolarSystem - 8.5

SCANsat - 1.1

TextureReplacer - 2.2.5

Kerbal Alarm Clock - 3.2.3

Transfer Window Planner - 1.2.3

Last time I had that happen to me I traced it to Kerbal Joint Reinforcement. Check that thread but I think there is a dll you can download that resolves the issue.

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