NathanKell Posted September 14, 2015 Share Posted September 14, 2015 I will try to replicate then (again). Last time it worked fine for me. Can you post your complete mod list? Link to comment Share on other sites More sharing options...
Nerd1000 Posted September 15, 2015 Share Posted September 15, 2015 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. Just to briefly extend on this, I've determined that the problem isn't RO per se. It seems instead that my Realfuels install doesn't like engine configs, be they the RLA stockalike configs or the RO ones.I'll follow your advice and do a clean re-install. Link to comment Share on other sites More sharing options...
Randazzo Posted September 15, 2015 Share Posted September 15, 2015 Ormi:Your planes had some rotation issues with the gear, that's why they were veering off course. They were literally trying to go in two directions at once. I rotated them straight and lowered them a bit. If the slant is too high an angle on the runway, the front wheel tends to lose contact and put pressure on the rear wheels before you're ready to lift off. Combine that with the off-rotation, and it was causing you to lose control.The prop plane was also too heavy, carrying 44 days worth of fuel. I cut that down to seven hours. It's still a bit sluggish. Really like the designs though.(sorry for hijacking the thread briefly.)Craft Files Link to comment Share on other sites More sharing options...
Trolllception Posted September 15, 2015 Share Posted September 15, 2015 The US_Probes_Vanguard.cfg in RO is removing the solar panels from the probes. Is this intended? Link to comment Share on other sites More sharing options...
NathanKell Posted September 15, 2015 Share Posted September 15, 2015 I think it's because they should use Nertea's round solar panel plugin?Theysen: Lunar (stock) heatshield worked, got the same issue you did with the LEO one. Investigating. Link to comment Share on other sites More sharing options...
ormi Posted September 15, 2015 Share Posted September 15, 2015 Ormi:Your planes had some rotation issues with the gear, that's why they were veering off course. They were literally trying to go in two directions at once. I rotated them straight and lowered them a bit. If the slant is too high an angle on the runway, the front wheel tends to lose contact and put pressure on the rear wheels before you're ready to lift off. Combine that with the off-rotation, and it was causing you to lose control.Thanks a lot ! I never thought to check the wheels... Link to comment Share on other sites More sharing options...
federicoaa Posted September 15, 2015 Share Posted September 15, 2015 This mod got my interest in KSP back, and stronger than before. Making real life rockets is quite fun and challenging. Link to comment Share on other sites More sharing options...
Trolllception Posted September 15, 2015 Share Posted September 15, 2015 I think it's because they should use Nertea's round solar panel Ah I don't have Near Future installed since it's not listed for RP-0. I removed the MM code and all is well. Maybe add a filter for people who don't have nertea's mods installed. Link to comment Share on other sites More sharing options...
NathanKell Posted September 15, 2015 Share Posted September 15, 2015 I'm just speculating; I'll ask Raidernick about it. Link to comment Share on other sites More sharing options...
nablabla Posted September 16, 2015 Share Posted September 16, 2015 Hi, I have a problem. Is there a reason why my engines all turn off? I tried 3 times and it happened the exact same thing. Just little BEFORE my booster gets empty (after 2min about 35~45km), the booster engine AND the main engine turn off?? Its also before I separete, the boosters are ehtanol and the main engine is kerosine. there is just a decoupler bettween them. I installed all mods for realism overhaul, rss and rp0Is there any reason why a running engine shuts down? Link to comment Share on other sites More sharing options...
viktor19 Posted September 16, 2015 Share Posted September 16, 2015 Maybe your rocket loses connection to the ground station. Do you have RT installed? If so, check for connection in upper left corner. Link to comment Share on other sites More sharing options...
Trolllception Posted September 17, 2015 Share Posted September 17, 2015 (edited) I'm just speculating; I'll ask Raidernick about it.Grab-1, Transit-2a, Tiros-1 also have the solar panel module's removed from them within the same CFG file. I wonder if there was something else planned for them...Edit: Disregard. RaiderNick fixed this 18 days ago in the Realism Overhaul repo. Checked the history Edited September 17, 2015 by Trolllception Link to comment Share on other sites More sharing options...
NathanKell Posted September 17, 2015 Share Posted September 17, 2015 v10.4 for KSP 1.0.4Add configs for Launchers Pack (thanks to more hard work from Raidernick!)Add Fregat, LK (Raidernick)Update to support new RLA pack (thanks A1Ch1!)Add support for NearFuture RCS (thanks CarlDent!)Fix Baby Sergeant (VSR clone) plume.Double the range of DSN stations..Fix Australian DSN location (thanks joru!)Fix RF tank description, tweak tank adds.Add NK-15 and NK-15V configs to the BobCat Soviet Engines NK-33 and 43 (thanks SirKeplan!)Set RemoteTech to hide groundstations occluded by Earth (no more phantom dots). Thanks pjf!Add Surveyor Vernier engine (a small hypergolic throttleable engine). Thanks B787-300!Add a crew tube to procedural parts (thanks Codepoet!)Fix various solid fuel costsFix Derwent alternator issues (for now by removing the alternator)Fix for RemoteTech and avionics (thanks to Peppie23/Dennis; needs latest RemoteTech release)Support SXT He 111 cockpit (thanks Autochthon!)Improve AIES and Starshine support (A1Ch1)Support Taerobee packImprove engine plumesAdd (rescaled) Mk1 pod-sized LESFix Agena D interstage from FASA (thanks MalzM!) Link to comment Share on other sites More sharing options...
Bev7787 Posted September 17, 2015 Share Posted September 17, 2015 Sweet! Time to update Link to comment Share on other sites More sharing options...
Andrey Posted September 17, 2015 Share Posted September 17, 2015 The problem with passing through the hub and through structural parts in direct contact with the module transition works.Version of the RP and RO current Link to comment Share on other sites More sharing options...
NathanKell Posted September 17, 2015 Share Posted September 17, 2015 Hi Andrey! I'm sorry, I don't quite understand what the problem is. Can you rephrase? Link to comment Share on other sites More sharing options...
Ocrock Posted September 17, 2015 Share Posted September 17, 2015 Hi, I have a problem. Is there a reason why my engines all turn off? I tried 3 times and it happened the exact same thing. Just little BEFORE my booster gets empty (after 2min about 35~45km), the booster engine AND the main engine turn off?? Its also before I separete, the boosters are ehtanol and the main engine is kerosine. there is just a decoupler bettween them. I installed all mods for realism overhaul, rss and rp0Is there any reason why a running engine shuts down?Like mentioned by others, check to make sure you have connection to the rocket. Also, make sure the electric charge has not run out on your avionics. Link to comment Share on other sites More sharing options...
Redjoker Posted September 18, 2015 Share Posted September 18, 2015 The problem with passing through the hub and through structural parts in direct contact with the module transition works.Is that a fuel tank under that heavy command module? I don't believe that you can pass crew through those tanks.I believe you should be able to pass crew through that 6-way connector, but I'm not sure about passing through what looks to be a proc structural part between the hub and fuel tank. Link to comment Share on other sites More sharing options...
LadyAthena Posted September 18, 2015 Share Posted September 18, 2015 Isn't the Sounding Rocket Avionics supposed to have.. you know.. Avionics? Link to comment Share on other sites More sharing options...
Andrey Posted September 18, 2015 Share Posted September 18, 2015 Hi Andrey! I'm sorry, I don't quite understand what the problem is. Can you rephrase?The problem is the movement of the crew through the procedural structural detail of a hub for connecting nodes.The crew can not simply pass through them, but through the hub should be.Problems such if there is a docking port on the item which I have to move. Link to comment Share on other sites More sharing options...
Rothank Posted September 18, 2015 Share Posted September 18, 2015 (edited) Isn't the Sounding Rocket Avionics supposed to have.. you know.. Avionics?No, early sounding rockets are meant to go straight up. They didn't have ANY control in the early rocket age, they were designed to simply go high and fast.On the other hand, we really could use a later (higher tech) variant, that gives us a tiny bit of avionics, like up to 1t, has EC for 2-3 minutes and is relativelly cheap. Nathan, pretty please! And oh, while we're talking sounding rockets... Could someone give me an advice on "sounding rocket (high)" contracts? Getting a sounding rocket up to 3Mm sounds pretty sick and requires a massive delta-V, i guess... Should these rockets go (mostly) straight up or a east-oriented launch profile would work better? I guess the latter...Hi Andrey! I'm sorry, I don't quite understand what the problem is. Can you rephrase?Connected Living Space goes wonky on procedural parts, i bet. Edited September 18, 2015 by Rothank Link to comment Share on other sites More sharing options...
JT2227 Posted September 18, 2015 Share Posted September 18, 2015 Hello! I love realism overhaul, but I keep having a problem with reentry. I took a very shallow reentry (150kmx50-60km) and the craft kept blowing up and overheating around 90 km. The Mk1-3 capsule and heat shield just wasn't working for me... The capsule overheated high in the atmosphere every time. Modlist:Video of the problem:https://youtu.be/emtrUf3RW9QAny tips or help would be great! Link to comment Share on other sites More sharing options...
Elderon Posted September 19, 2015 Share Posted September 19, 2015 so i'm having a problem loading my game with Realism ovverhaul installed with ckan. I have yet to get to the title screen yet, even avvfter sevveral hours of loading.it will load till about 3/4 of the way complete and stop at "B9_Aerospace/Parts/Engine_Jet_Medium/part/B9_Engine_Jet_Pod_Medium" in the yellow loading bar, and "ModuleManager: 23019 patches loaded from cache" below it in white. I know the game hasn't frozen because the yellow filler text is still changing. but it's stuck this way every time i've tried to load KSP up. I'm not sure what the problem is, well besides my hardware i assume. Below is my laptop stats:Model: HP Pavilion dv6 Notebook PCProcessor: AMD A8-4500M APU with Radeon HD Graphics 1.90 GHzRAM: 8.00GB (7.47GB Usable)I can provide more info if anyone could help me find it.should i just delete that one engine/pod and see if that fixes my issue? Link to comment Share on other sites More sharing options...
Herrkurt Posted September 19, 2015 Share Posted September 19, 2015 (edited) I'm having the same problem as JT with an even more shallow 80-90km reentry peri. I've built a probe with the heat shield (1m from basic survivability) wider than the tank and core above it. Just something that would complete the first reentry contract. My starting altitude was higher at 200-250km. The heat shield was showing an overheat bar when hitting around 110km that started at around 40% and may have gone to 60% or higher before the critical failures occurred. It also lost little ablator over this time. The critical failures happened with the tank and core above. The tank would start to overheat after the heat shield and then the core would heat up suggesting the heat was radiating from the heat shield (yeah, a problem). One time after losing the tank at around 80km the core managed to stay behind the heat shield a last a little while longer, but heat continued to conduct through until it too exploded.Having watched an old NASA video I'm wondering do I need to offset for lift even with a tiny probe from low orbit?Also what's with things getting hot just sitting on the pad? Its happening to me and I've seen it in Scott Manley's RO series. Edited September 19, 2015 by Herrkurt Link to comment Share on other sites More sharing options...
NathanKell Posted September 19, 2015 Share Posted September 19, 2015 Andrey, as others have mentioned CLS will restrict what you can pass through. In the latest RO is included a procedural crew tunnel that you can use.LadyAthena: I agree the name/description is misleading. It will be fixed for the next release.Rothank: Yeah, noted. What do you need control for though?For 3,000km+, Castor-Altair will do it. Otherwise you'll need something like this (3 Baby Sergeant kick stages, spin-stabilized, atop a 5x upgraded-Aerobee-Sustainer core). Note how much lower the gravity losses are for the (high-TWR) solid version, on the order of a km/sec or more.JT2227, Herrkurt: There appears to indeed be a problem with the Mk1-2 pod and the Deadly Reentry heat shield for it. Use the stock orangeish heat shield that says it's lunar-rated instead.Regarding the pad, there's some bugs with 1.0.4 heating, and also bugs with how the gauges are calculated.Elderon: Welcome to the forums, and to RO! Please post your log (this thread will show you how). My guess is you might not have the right version of AJE installed, or are missing the Community Resource Pack.,http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 Link to comment Share on other sites More sharing options...
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