plasmeus Posted July 11, 2015 Share Posted July 11, 2015 Just letting you guys know, RO does not seem to have RSS as a dependency in CKAN anymore. Link to comment Share on other sites More sharing options...
Mandelbrot Posted July 11, 2015 Share Posted July 11, 2015 Hello, I'd like to ask: does anyone manage to play RSS and RO and put up without hangar extender? For some reason I'm having great difficulty with building tall rockets such as the FASA saturn V provided, it looks difficult if not impossible to place more than a few parts above the ceiling.how do you people do it? is there a Hangar extender alternative that I'm unaware of? or are there any tricks about building taller?Many thanksIf you go into part-offset mode ("2" on keyboard) and shift-left click the rocket, you'll offset the root part. Look up, and drag the whole thing into the floor to work on the upper stages. I think you might be able to launch it that way, but I pull it back up when I'm done to be safe. Link to comment Share on other sites More sharing options...
Ravenchant Posted July 11, 2015 Share Posted July 11, 2015 Just letting you guys know, RO does not seem to have RSS as a dependency in CKAN anymore.True. I don't know if it's intentional or not, but it's certainly a bit confusing.If one forgets to install RSS and does so manually later, there are..glitches. The ground around space centres either uses a very dark brown texture or is black, there are issues with lighting (parts and buildings illuminated from another angle than the Sun is at), and spontaneously the "interior" of the planet is visible (similar to this)To counter that: in CKAN, tick the RSS checkbox along with Realism Overhaul, choose a texture set and proceed as normally. Everything should work fine, or at least it did for me. Link to comment Share on other sites More sharing options...
nablabla Posted July 12, 2015 Share Posted July 12, 2015 (edited) okay, I am a bit frustrated now. Can anybody please tell me, which versions of which mods I need to get proper realistic heating.I certainly need FAR. So do I need RealHeat AND DeadlyReentry? And which version and so I miss something?Also is there some problem maybe with Kopernicus, the guys there talk about some athmosphere problems.My craft (mk1 with onboard heat shield) is now entering earth with 9000kmph at PE. What must I do (which PE) to not blow up?Is it normal, that there is no skin to int flux?Best regards,▼☺ Edited July 12, 2015 by nablabla Link to comment Share on other sites More sharing options...
nilof Posted July 12, 2015 Share Posted July 12, 2015 Is there any option for using Ion engines at the moment? These were by far my favourite craft in .25 when orbit manipulator was available.If there isn't any orbit manipulator replacement, how should I go about to change thrust values on SEP without breaking everything? Link to comment Share on other sites More sharing options...
TeeGee Posted July 12, 2015 Share Posted July 12, 2015 (edited) okay, I am a bit frustrated now. Can anybody please tell me, which versions of which mods I need to get proper realistic heating.I certainly need FAR. So do I need RealHeat AND DeadlyReentry? And which version and so I miss something?Also is there some problem maybe with Kopernicus, the guys there talk about some athmosphere problems.My craft (mk1 with onboard heat shield) is now entering earth with 9000kmph at PE. What must I do (which PE) to not blow up?Is it normal, that there is no skin to int flux?Best regards,▼☺Ya I'd like to know the answer to this question also. I recently did a reentry using the FASA apollo pod and the ablative shield did NOT decrease at all. Basically the pod reentered without ablating the heat shield at all.Also the stock fuel cell doesn't seem to be working either. I have the appropriate resources in my SModule (liqH and LiqO2) but the fuel cell doesn't seem to be making any electricity. Edited July 12, 2015 by TeeGee Link to comment Share on other sites More sharing options...
Temeter Posted July 12, 2015 Share Posted July 12, 2015 Not sure about periapsis, but you want both RealHeat and DeadlyReentry. DeadlyReentry is basically in stock now, so the mod is mostly about tweaking reentry to be more dangerous and realistic, while adding smaller features like G-Force damage. RealHeat is about improving the heat system and, in future, replacing parts of it. Starwaster mentioned he might need a another config in future to adapt DRE to RH, but atm everything should work fine together. Link to comment Share on other sites More sharing options...
stevehead Posted July 12, 2015 Share Posted July 12, 2015 True. I don't know if it's intentional or not, but it's certainly a bit confusing.If one forgets to install RSS and does so manually later, there are..glitches. The ground around space centres either uses a very dark brown texture or is black, there are issues with lighting (parts and buildings illuminated from another angle than the Sun is at), and spontaneously the "interior" of the planet is visible (similar to this)To counter that: in CKAN, tick the RSS checkbox along with Realism Overhaul, choose a texture set and proceed as normally. Everything should work fine, or at least it did for me.pfj commented on Scott Manley's recent Youtube video on installing RSS + RO: "Currently RealismOverhaul is marked as depending upon RSS in the CKAN metadata, so installing RO will also grab RSS for you. I'm not sure that technically should be a hard dependency, and one could play RO with 6.4x kerbin or similar mods."That comment was made about 10 hrs ago. I'm confused though because Github shows that RSS was switched from a required to recommended mod in RO's netkan file on Github 26 days ago, and I honestly do not remember it being required when I installed RSS/RO not too long ago. Regardless, I think its good RO no longer depends on RSS since there are scales such as 10x Kerbin for which RO would work. Link to comment Share on other sites More sharing options...
Astraph Posted July 12, 2015 Share Posted July 12, 2015 (edited) OK, I wonder if the thing I'm encoutering is WAD or I messed something up...Namely, there's a whole bunch of parts on the lists marked as "non-RO", plus some of them are placed in wrong categories (for example, there are some command pods among the fuel tanks). Doesn't glitch the game or anything, but makes finding that one necessary part quite time consuming... Does such situation mean I messed something up?I used a clean copy of KSP 1.0.4 for this, and downloaded all the mods using CKAN. I also installed some mods from the list - for example, Tantares and Orbital Science - but double checked if they are listed on RO compatibility list before installing.EDIT: And one more question - how should I treat parts described as "not supported by RO"? Are they still OK to use, or would they cause balance issues, be under- / overpowered, make the game buggy or something else? Edited July 12, 2015 by Astraph Link to comment Share on other sites More sharing options...
jandcando Posted July 12, 2015 Share Posted July 12, 2015 And one more question - how should I treat parts described as "not supported by RO"? Are they still OK to use, or would they cause balance issues, be under- / overpowered, make the game buggy or something else?If a part is "not supported by RO", then Realism Overhaul has no realism config for that part, meaning it is configured for stock. In the case of engines, non RO engines are under-powered, but things like stock solar panels are over-powered. The parts won't be buggy in flight because they shouldn't be buggy in the stock game. Personally, I don't touch non-RO parts, but I know some people who are fine with using them. So do whatever you want. Link to comment Share on other sites More sharing options...
Temeter Posted July 12, 2015 Share Posted July 12, 2015 (edited) Jep, most extension mods like FAR or DRE work for both Stock and RO modified parts. If you have stock capsules in the wrong category or marked as non-RO, then your mod-install might be bugged. Otherwise not all mods are supported by RO, and some might be outdated and miss parts. Edited July 13, 2015 by Temeter Link to comment Share on other sites More sharing options...
312_uncleFido Posted July 13, 2015 Share Posted July 13, 2015 About that smoke screen/real plume stutterI tried different max particles settings, bigger number -> smaller interval and longer pauses, smaller number -> longer interval & shorter pauses, but still noticeable enough to ruin gameplay. If I try smaller and smaller numbers, the plume disappears before the stutter does. I tried smokescreen 2.6.4 which came from CKAN and 2.6.6 which should be the latest one. I tried removing some mods, but no success.Is there a way to have RO without real plume? I removed smoke screen and real plume folder from gamedata and real plume configs from gamedata/realism overhoul, but all i got was engines without effects and smooth gameplay (=> main reason why i think it's SS/RP related).When the game pauses, there's also gap in the flame, it's much more distinct in game, when the animation is running.Thx for any help. Link to comment Share on other sites More sharing options...
jandcando Posted July 13, 2015 Share Posted July 13, 2015 About that smoke screen/real plume stutterI tried different max particles settings, bigger number -> smaller interval and longer pauses, smaller number -> longer interval & shorter pauses, but still noticeable enough to ruin gameplay. If I try smaller and smaller numbers, the plume disappears before the stutter does. I tried smokescreen 2.6.4 which came from CKAN and 2.6.6 which should be the latest one. I tried removing some mods, but no success.Thx for any help.I seem to be having the same issue. Link to comment Share on other sites More sharing options...
63Hayden Posted July 13, 2015 Share Posted July 13, 2015 I'm having a problem with my RO installation, where parts appear in places where they shouldn't. For example, KW rocketry's payload shrouds and the Mechjeb module are showing up in the 'Fuel Tank' category. It's all over the place, really. In addition, is it normal for the stock fuel tanks to not match up in diameter with the command modules? Thanks in advance.- - - Updated - - -I'm having a problem with my RO installation, where parts appear in places where they shouldn't. For example, KW rocketry's payload shrouds and the Mechjeb module are showing up in the 'Fuel Tank' category. It's all over the place, really. In addition, is it normal for the stock fuel tanks to not match up in diameter with the command modules? Thanks in advance.Quick follow up: I discovered that the Filter Extensions Plugin was the culprit for this unusual behavior. With that being said, I still very curios in knowing if stock parts are supposed to not align with the command modules. Link to comment Share on other sites More sharing options...
Temeter Posted July 13, 2015 Share Posted July 13, 2015 (edited) Btw, is it just for me that some nodes are borked? The stock storage compartment nodes are inside the part, same goes for a bunch of MK3 parts apart from the generic fuel tanks?With that being said, I still very curios in knowing if stock parts are supposed to not align with the command modules.They are, the real command modules were quite a bit larger. Mercury and Apollo measured 1.9m and 3.9m diameter respectively, which was probably rounded up for practical reasons. If you need an aerodynamic configuration, use the produceral parts mod and create cone shaped structural parts/fuel tanks to stack them between parts of different sizes. Or ofc storage bays/proc interstage fairings.If you want a smaller 3 man pod, try a soyuz mods. Should be, depending on variant, around 2.5m to 3m. Edited July 13, 2015 by Temeter Link to comment Share on other sites More sharing options...
Pronoes Posted July 13, 2015 Share Posted July 13, 2015 I didn't think filter extensions was the problem tbh. All that program does is check which category a part belongs to and place it in the corresponding one. It seems to me at first glance that non RO parts are bein stripped of their category and placed in fuel tank by default. I WANTED FILTER EXTENSIONS SO I ADDED THIS TO TE MAIN CONDIG FILEFilterCheckType = titleValue = non roInvert = trueCheck Type = titleValue = wip roInvert = trueWith correct syntax and stuff. On phone ATM and pain in Ass. What that does is stop any part with non ro or wip ro appearing in any sub category (pods, fuel tanks engines) etc.I the figured i might need access to non ro stuff, maybe a strut here and a fairing there or whatever. Doesn't seem to be much progress on making the other stuff RO compatible atm. Anyway, you can create a new category or subcategory under any category except filter by function and simply skip the invert part of code.Messy explanation but I'm stuck I. Traffic so only 10% focus Link to comment Share on other sites More sharing options...
Lazy8 Posted July 13, 2015 Share Posted July 13, 2015 is stock bug fix modules addon compatible with RO RSS? or not needed? I didn't see any mention of it in the wiki or recommended addons. Link to comment Share on other sites More sharing options...
nablabla Posted July 13, 2015 Share Posted July 13, 2015 Not sure about periapsis, but you want both RealHeat and DeadlyReentry. DeadlyReentry is basically in stock now, so the mod is mostly about tweaking reentry to be more dangerous and realistic, while adding smaller features like G-Force damage. RealHeat is about improving the heat system and, in future, replacing parts of it. Starwaster mentioned he might need a another config in future to adapt DRE to RH, but atm everything should work fine together.by the way, if you use CKAN to install realism overhaul, it does not even suggest to install deadly reentry. In fact DRE is not in ckan for 1.0.4and my problem is, that I burn up with an fully intact heatshield pointing towards the heat.Or are the onboard heatshields rubbish?- - - Updated - - -About Rocket Design, I have not found any guide about the mass distribution of fuel.I mean, how big should I build my stages compared to one another? Or what is the best deltaV-distributionI found that an about euqal distribution is good but the lower stage should have a bit more, so it burns out if it cleared out the athmosphere and has a big twr to bring us forward flatting out the trajectory. Also smaller rockets seem to have a different best way to do it.What do I have to google ? Link to comment Share on other sites More sharing options...
Temeter Posted July 13, 2015 Share Posted July 13, 2015 (edited) Or are the onboard heatshields rubbish?On a 800km/0km orbit the stock (lunard return rated) heatshields loose like 5% of their ablator, so the onboard heatshield should survive at lot too. Edited July 13, 2015 by Temeter Link to comment Share on other sites More sharing options...
Ravenchant Posted July 13, 2015 Share Posted July 13, 2015 About Rocket Design, I have not found any guide about the mass distribution of fuel.I mean, how big should I build my stages compared to one another? Or what is the best deltaV-distributionI found that an about euqal distribution is good but the lower stage should have a bit more, so it burns out if it cleared out the athmosphere and has a big twr to bring us forward flatting out the trajectory. Also smaller rockets seem to have a different best way to do it.What do I have to google ?I found that looking at real-world vehicles and concepts helps. This should keep you going for, say, the next few months http://www.spaceflight101.com/launch-vehicle-library.htmlhttp://b14643.de/ Link to comment Share on other sites More sharing options...
Kookas Posted July 13, 2015 Share Posted July 13, 2015 I can't get it to work it keeps running out of memory before I can even get a single game going.Unity Player [version: Unity 4.6.4f1_99f88340878d]mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0023:1011cfae.Error occurred at 2015-07-13_205620.C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by kooka_000.84% memory in use.0 MB physical memory [1295 MB free].0 MB paging file [1452 MB free].0 MB user address space [76 MB free].Write to location 00000000 caused an access violation.Context:EDI: 0x00000000 ESI: 0xd4e7b040 EAX: 0x00000000EBX: 0x00000000 ECX: 0x0000000c EDX: 0x0000000fEIP: 0x1011cfae EBP: 0x00a8f024 SegCs: 0x00000023EFlags: 0x00010216 ESP: 0x00a8f018 SegSs: 0x0000002bBytes at CS:EIP:66 0f 7f 07 66 0f 7f 4f 10 66 0f 7f 57 20 66 0f Stack:0x00a8f018: 00000000 00000000 649eac60 00a8f044 ........`..dD...0x00a8f028: 100ee8b9 00000000 d4e7b040 0000078c 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Pronoes Posted July 13, 2015 Share Posted July 13, 2015 About Rocket Design, I have not found any guide about the mass distribution of fuel.I mean, how big should I build my stages compared to one another? Or what is the best deltaV-distributionI found that an about euqal distribution is good but the lower stage should have a bit more, so it burns out if it cleared out the athmosphere and has a big twr to bring us forward flatting out the trajectory. Also smaller rockets seem to have a different best way to do it.What do I have to google ?https://en.wikipedia.org/wiki/Comparison_of_orbital_launch_systemsGood place to start. Weigh your payload, figure out where you want to go with it, research a launch vehicle with the right capabilities and make it in game to your own designs. Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 13, 2015 Share Posted July 13, 2015 (edited) Hm... Is it possible to install RealPlumes to stock KSP? It isn't mentioned anywhere else in the forums to my understandings. I would love to attempt it. Edited July 13, 2015 by Avera9eJoe Link to comment Share on other sites More sharing options...
Temeter Posted July 13, 2015 Share Posted July 13, 2015 Hm... Is it possible to install RealPlumes to stock KSP? It isn't mentioned anywhere else in the forums to my understandings. I would love to attempt it.There ye go:http://forum.kerbalspaceprogram.com/threads/128520-WIP-RealPlume-Stock-Configs-Call-for-Contributors Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 13, 2015 Share Posted July 13, 2015 There ye go:http://forum.kerbalspaceprogram.com/threads/128520-WIP-RealPlume-Stock-Configs-Call-for-ContributorsI stand corrected. Rep! Link to comment Share on other sites More sharing options...
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