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[1.1.2] Realism Overhaul v11.0.0 May 8


Felger

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Are there any docking ports in RO/RP-0? (Clamp-O-Tron jr./normal/sr. for example? I found them in my gamedata/squad folder but they are not in my game.) I only found the apollo ones in the tech tree but they are too small for the things I want to dock... I searched about an hour but couldn't find them..

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In RO there is the Common Berthing Mechanism used to dock ISS segments, this might be big enough for you. There are others too (Russian APAS and the new NASA Docking System). Not sure if they are placed in the RP-0 techtree yet, though.

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Thx, Hattivat! I found the part in sandbox mode. "Part not costed by RP-0 but in correct node". It's still not in my tech tree. Is there something wrong with my tree then?

In your sandbox game I don't believe it's using the same tech tree as RP-0, it's just using the vanilla tech tree. What you might need to do is go to the RP-0 folder and add the parts into the tech tree manually, or do a search under the squad or tree configs and see what node they are supposed to appear in when using an alternate tech tree. If they have an assigned node then it's a bug, otherwise RP-0 hasn't assigned a node to the part officially and you'll have to do it yourself.

- - - Updated - - -

Is there a way to play RO without the fuel boil-off thing? There are some things in the mod I really don't want to deal with.

--Edit--

And the no-throttle no-restart and general bad stuff? I'm not playing this for realism tbh, just so that it's possible to make viable rockets in RSS.

You can try playing without the added realism mods that make you unable to revert (I don't even know what mod that is, I just make sure the option is checked when creating a career game), OR you can just play RSS with procedural parts to make larger rockets. The reason people are saying the engines are unsuited is because of the differences between RSS and vanilla solar system. Engine ISPs in the base game are way different than they are in real life, but it doesn't break RSS, it just makes it much easier (or harder in some cases) to send rockets out.

I've played an RSS, Habitat, and Interstellar install before, it works perfectly fine.

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I'm using KCT along with many of the other RO/RSS/RO-0 suggested/recommended mods and noticed there is a "Select LaunchSite" option. Is there a way to acquire extra launch sites? I only seem to have the "LaunchPad" as a site right now.

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Hello,

I have a strange bug - or at least I think it's a bug. This is with all up-to-date mods, including RP-0.

The spacecraft is in a slightly eccentric orbit; AP = 900,000, PE = 300,000. The spacecraft will make a connection with ground stations at periapsis, but not at apoapsis. Because I have the communicatron 16 turned on, range should not matter. The communicatron reads "operational", but refuses to make contact even with stations right underneath it at apoapsis.

As an unrelated note, I had problem with electricity distributing unevenly. If I launched a ship with a command probe and a battery, electricity would drain from both. When the command probe ran out of electricity, I would lose control, even though there was plenty of electricity left in the battery. I found my way around this by turning off the battery in the command probe permanently. Is there any better way to do this?

I am running on Linux 64 bit, and can post screenshots of this if need be. The first issue has only happened on this spacecraft. The second issue happens on every spacecraft

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Hello,

I've a problem with every plane I try to build in RSS-RO : I'm unable to keep them in strait line on the runway.

I'm not sure if it's a bug or something I do wrong each time.

Here are 2 craft files :

http://tama-k.brikabrok.net/ksp/RSS/plane1.craft

http://tama-k.brikabrok.net/ksp/RSS/plane2.craft

And an output_log of a crash on the runway with plane 2 :

http://tama-k.brikabrok.net/ksp/RSS/output_log.txt

It's may be unrelated, but there is some temperature gauges before starting the engine :

http://tama-k.brikabrok.net/ksp/RSS/plane2.png

Is this a known bug or do I make a very silly mistake ?

I've tryied to reinstall everything from scratch with the following addons but nothing changed:

KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.10240) 64bit

Filter Extensions - 2.4.1

Advanced Jet Engine - 2.4.1

B9 Aerospace Procedural Parts - 0.40

Community Resource Pack - 0.4.4

Connected Living Space - 1.1.3.1

Contract Configurator - 1.7.3

CustomBarnKit - 1.1.1

Deadly Reentry - 7.2.2

Ferram Aerospace Research - 0.15.5.1

Firespitter - 7.1.4

Kerbal Construction Time - 1.2.2

Kerbal Joint Reinforcement - 3.1.4

KSP-AVC Plugin - 1.1.5

ModularFlightIntegrator - 1.1.1

Procedural Parts - 1.1.7

RealChute - 1.3.2.3

RealismOverhaul - 10.3.1

RealSolarSystem - 10.2

RemoteTech - 1.6.8

Saturatable RW - 1.10.2

SolverEngines - 1.11

TextureReplacer - 2.4.8

TAC Life Support - 0.11.1.20

VenStockRevamp - 1.8

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Could you please tell me how to add the parts to my career tech tree? I don't know what I have to do. The only file I found in connection with my tech tree was in GameData/RP-0/Tree and it told me not to change something in there :D

Edited by CaptainSprite
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I am having issues with remote tech. I installed with ckan all recommended mods, and no suggested. There are no signal stations at the main space center! Making it impossible to launch an unmanned rocket successfully. Not sure what i am missing but adding to the RemoteTech_Settings file seems to have no effect.

nvm,

Figured it out, just had to install RSS and remote tech manually!

Edited by Crispik
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Could you please tell me how to add the parts to my career tech tree? I don't know what I have to do. The only file I found in connection with my tech tree was in GameData/RP-0/Tree and it told me not to change something in there :D

You got to the github repository, clone it, edit tree.yml to place the identifier for the part into the correct node, add a 'cost' node under that with the value that this item should have (calculated as 1965 US dollars), and then run make to generate the tech tree itself in KSP/module-manager cfg.

For a quick fix, though, just edit Tree.cfg. Unless you either reinstall RP-0, or rerun the generation script, it won't get futzed with.

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I've a problem with every plane I try to build in RSS-RO : I'm unable to keep them in strait line on the runway.

I'm not sure if it's a bug or something I do wrong each time.

...

It's may be unrelated, but there is some temperature gauges before starting the engine :

http://tama-k.brikabrok.net/ksp/RSS/plane2.png

I came to report the same issue, I haven't been able to find a fix for this myself. I first noticed it trying to launch a sounding rocket from the runway and could not get it to fly straight, but it worked fine launching from the pad so I figured it was an intended side effect of launching rockets from the runway. Now I'm trying to launch a plane and I have those same gauges. When I try to move I veer to the left until it causes me to crash. Seems to happen regardless of craft or configuration, and persists across game files. Also tried a clean install of ksp and ro and had the same issue.

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ormi: I suggest taxiing slowly off the runway first, and taking off from the grass. The runway is very bumpy, it's a known issue even at stock scale but RSS makes it worse. Not sure why the temperature is screwy, I'll chalk it up to 1.0.4 issues...

CaptainSprite: If you want more parts to be supported, it's very easy! :) You need to edit this file (click the pencil icon and then make your edits), then give a message in the upper of the two boxes at the bottom of the page, click "suggest changes", then on the next page click "create pull request".

https://github.com/KSP-RO/RP-0/blob/master/tree.yml

(You also need an account on github)

The somewhat harder part is researching/guesstimating what the part actually costs...

What parts are you thinking of adding?

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I'm having a bit of a frustrating issue with the conic cockpit that I can't figure out. If at any point during flight I throttle the engine all the way down (such as to bleed off velocity before landing), the aircraft becomes entirely unresponsive. At first I thought it was just stalling, but FAR said no. Right clicking on the cockpit itself shows it saying "Not enough electric charge" despite having around 6000. Control surfaces don't work, I can't toggle SAS, nor use brakes or anything. Is this intentional or have I broken something?

All the mods I have installed are either required or recommended by this, RSS, or Realistic Progression Zero. I did remove remote tech.

I did also install Claws stock bug fix modules, but it does the same thing without it.

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I tried some hours reentering with the MK2 pod from LEO with a perigee of ~65km. I used the DRE leo-rated heatshield for the MK1-2 Pod but the vessel kept blowing up barely touching the 100km mark with the MK2 pod reaching its critical skin temperature and the HS doing nothing. Am I doing something wrong? (Stock install with only the mandatory mods.)

-- PLUS I recently had the bug that the camera view shifts away from the vehicle, comes back at apoapsis and then shifts away again, happens randomly during ascent.

Edited by Theysen
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Getting a weird bug. None of my engines will work when RO is installed- they activate and say they are 'nominal' but throttle, fuel flow and thrust all remain at zero regardless of my throttle setting. Exhaust effects are displayed but sounds are not played. The ksp log says something about solver engines not being able to find the actual throttle of the engine.

Anyone got an idea as to what might be going on here?

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ormi: I suggest taxiing slowly off the runway first, and taking off from the grass. The runway is very bumpy, it's a known issue even at stock scale but RSS makes it worse. Not sure why the temperature is screwy, I'll chalk it up to 1.0.4 issues...

Thanks NathanKell,

I've tried to take-off from the grass, but the plane has the same behavior : it turn to side and the pilot cant keep it strait. (And I'm not better...)

To illustrate my problem I've made a small video :

It is entirely possible that it's a normal behavior or that I make an obvious mistake but I cant see what.

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Theysen: That sounds like a buggy install. Please try with a clean KSP install, then use CKAN to install RSS with required/recommended but NO suggested mods; then do the same for RO. Certainly don't add Tweakscale.

Nerd1000: Same advice.

CaptainSprite: avionicsTL7 is not a node that exists yet, and when it does exist it will be at the end of the tree. If you want to play in the 1980s+ in terms of technology, play sandbox. :)

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Theysen: That sounds like a buggy install. Please try with a clean KSP install, then use CKAN to install RSS with required/recommended but NO suggested mods; then do the same for RO. Certainly don't add Tweakscale.

Just made a complete fresh install. Makes no difference unfortunately. It says max skin temperature is 800K and it rises to 800K in a rush as soon as I hit ~95km coming from 200x65 orbit.

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