chrisl Posted December 8, 2016 Share Posted December 8, 2016 (edited) @nablabla Do you have more avionics than just the Octo probe core? I think that core only gives you a 1t avionics limit and while I don't see your vehicle mass anywhere, my guess is you've got more than a 1t craft. Even though you may not be using it, check MechJeb's ascent guidance and make sure you don't have anything selected that might be shutting your engine down. I noticed in my game that if I have the "Limit throttle to Xm/s" set, even with a manual launch, the engines would shut down (since they can't throttle) once I hit that limit. Before launching, are you controlling the rocket from the probe or from the capsule. Not sure if that would make a difference or not. Edited December 8, 2016 by chrisl Link to comment Share on other sites More sharing options...
nablabla Posted December 8, 2016 Share Posted December 8, 2016 (edited) The capsule supports 100t and there is a bigger package in the first stage. So yes there is enough avionics (also no warning about it) I tried to make the octo core the root part, same result. I cannot select the octo probe core, because its hidden, I will let it stick out and try that. But I remember that I did the same thing with the mk1 pod and it worked fine. Just an unmanned mk1 pod and an okto-core on top EDIT: I just restarted the game (RT still off) problem gone o.O but with RT on it says connected and still does not work Edited December 8, 2016 by nablabla Link to comment Share on other sites More sharing options...
chrisl Posted December 8, 2016 Share Posted December 8, 2016 @nablablaI believe the 100t avionics from the capsule only counts when the capsule in manned. Since you're launching without a crew you're limited to the 1t from the probe core and whatever other unmanned avionics you've got included. Of course, if you're not seeing the notice about insufficient avionics in the "Flight Results" windows, that's not the issue. What about your ascent guidance window? Do you have anything there checked? Oh. Very weird. Link to comment Share on other sites More sharing options...
nablabla Posted December 8, 2016 Share Posted December 8, 2016 (edited) I do not have mech jeb installed. the octo probe core as 100kg of avionics. The vessel is 203t, and the big avionics package on the first stage can handle 300t There is also no warning or anything, I cant even stage Control from here (from the probe core does not help it) when I disable Remote tech a lot of weired things happen (can control but not stage) Edited December 8, 2016 by nablabla Link to comment Share on other sites More sharing options...
chrisl Posted December 8, 2016 Share Posted December 8, 2016 4 hours ago, nablabla said: I do not have mech jeb installed. Are you sure about that? Looking at the screenshot you included in your post, one of he buttons on the right hand side of the screen says "MJ". Looks exactly like the MechJeb button I have on my screen. Link to comment Share on other sites More sharing options...
nablabla Posted December 8, 2016 Share Posted December 8, 2016 (edited) oh, apparently it looks like I got mechjeb installed EDIT: so now I havn't but the problem ist still there. Rocket starts, rocket decouples, rocket enters brick mode Edited December 8, 2016 by nablabla Link to comment Share on other sites More sharing options...
chrisl Posted December 9, 2016 Share Posted December 9, 2016 I'm at a loss then. Do you have a craft file you could make available? Can't say for sure I'll figure out the issue with it, but at this point it's the only other option I can think of. Link to comment Share on other sites More sharing options...
harlikwin Posted December 23, 2016 Share Posted December 23, 2016 So I started playing this again after upgrading my machine. I assume 1.1.3 is the latest version RP-0 works with? Any idea if/when it will be upgraded to 1.2? Also, I used to play with FASA which is not listed in ckan as 1.1.3 compatible. I can't get an answer on their thread if it works or not, anyone know? Link to comment Share on other sites More sharing options...
Phineas Freak Posted December 23, 2016 Share Posted December 23, 2016 @harlikwin correct, KSP 1.1.3 is the latest KSP version that RP-0 works. And the update for the next KSP version will be ready SoonTM. FASA is not officially listed due to some bugs from the KSP 0.90 --> KSP 1.0 update. You can download it from the official RO repository though. Be careful with the landing legs because they have not been updated yet. Link to comment Share on other sites More sharing options...
chrisl Posted January 5, 2017 Share Posted January 5, 2017 Not really an RP-0 question. I was just trying to get to the Realism Overhaul forum thread but keep getting a page saying "We could not locate the item you are trying to view." Anyone know what's up? Link to comment Share on other sites More sharing options...
Sol Invictus Posted January 5, 2017 Share Posted January 5, 2017 (edited) 17 minutes ago, chrisl said: Not really an RP-0 question. I was just trying to get to the Realism Overhaul forum thread but keep getting a page saying "We could not locate the item you are trying to view." Anyone know what's up? This is probably a better place to ask this kind of question. Anyway, main thread seems to be deleted, no idea why. I can only hope it has something to do with the new release. Oh, it appears to be a common issue. See here. Edited January 5, 2017 by Sol Invictus Link to comment Share on other sites More sharing options...
Warp11 Posted January 10, 2017 Share Posted January 10, 2017 (edited) I have a problem with my contract system. Since the many Mods of RO and RP-0 might be screwing things up I'm asking here. The game doesn't recognize contract achievement. It gets a lot of milestones but always misses the ones that would finish a contract by getting somewhere, like "reach intended orbit" (if that's timed the clock doesn't even start) or "flyby mars", that sort of thing. I can manually finish contracts in the save file, but that's very annoying. Does anyone have any idea what could be causing this? I'm running KSP 1.1.3, RO 11.3.2, RP-0 0.51, Contract Configurator 1.19.0, Contract parser 4.0, CapCom-Mission Control on the go 2.4 and loads more mods, these were just the ones I thought might be relevant. Thank you very much! Edited January 10, 2017 by Warp11 Link to comment Share on other sites More sharing options...
Maxsimal Posted January 15, 2017 Share Posted January 15, 2017 On 1/10/2017 at 5:56 PM, Warp11 said: I have a problem with my contract system. Since the many Mods of RO and RP-0 might be screwing things up I'm asking here. The game doesn't recognize contract achievement. It gets a lot of milestones but always misses the ones that would finish a contract by getting somewhere, like "reach intended orbit" (if that's timed the clock doesn't even start) or "flyby mars", that sort of thing. I can manually finish contracts in the save file, but that's very annoying. Does anyone have any idea what could be causing this? I'm running KSP 1.1.3, RO 11.3.2, RP-0 0.51, Contract Configurator 1.19.0, Contract parser 4.0, CapCom-Mission Control on the go 2.4 and loads more mods, these were just the ones I thought might be relevant. Thank you very much! Yeah I get this with certain contracts, like the 3 man low lunar orbit ones. If you go to the cheats menu though, you can finish contracts from there, no need to save edit Link to comment Share on other sites More sharing options...
nanomage Posted January 16, 2017 Share Posted January 16, 2017 (edited) On 11/01/2017 at 4:56 AM, Warp11 said: I have a problem with my contract system. Since the many Mods of RO and RP-0 might be screwing things up I'm asking here. The game doesn't recognize contract achievement. It gets a lot of milestones but always misses the ones that would finish a contract by getting somewhere, like "reach intended orbit" (if that's timed the clock doesn't even start) or "flyby mars", that sort of thing. I can manually finish contracts in the save file, but that's very annoying. Does anyone have any idea what could be causing this? I'm running KSP 1.1.3, RO 11.3.2, RP-0 0.51, Contract Configurator 1.19.0, Contract parser 4.0, CapCom-Mission Control on the go 2.4 and loads more mods, these were just the ones I thought might be relevant. Thank you very much! The contracts for flybys, loitering in orbits, and landings all require you to launch a new vehicle after you accept them. Are you sure that you're doing it, and is the 'launch new vessel' checkbox ticked in the contract overview when these issues (like timer not starting) happen? Edited January 16, 2017 by nanomage Link to comment Share on other sites More sharing options...
harlikwin Posted January 16, 2017 Share Posted January 16, 2017 Random questions for the Rocketeers. I'm reasonably along on a RP-0 career. I'm playing as Kermany launching out of the Algerian desert, and I have the starting level VAB, but I can't seem to buy any upgrade points for a second build slot (which would be useful about now). I can upgrade the first intial build rate though. Do i need a second level VAB? Also, with regards to "film" missions, Is there at some point a way to just radio the information back, its not terribly practical to do film return missions from Venus? I know the K7 reflectron claims it was used to send live video back from the moon (per the description), but it it seems the data rate is way too slow to use with the original film pod. Is there a later camera or better antenna I need to use? Link to comment Share on other sites More sharing options...
rsparkyc Posted January 16, 2017 Share Posted January 16, 2017 1 hour ago, harlikwin said: I'm reasonably along on a RP-0 career. I'm playing as Kermany launching out of the Algerian desert, and I have the starting level VAB, but I can't seem to buy any upgrade points for a second build slot (which would be useful about now). I can upgrade the first intial build rate though. Do i need a second level VAB? IIRC, you need to update the VAB to get secondary build rates. Link to comment Share on other sites More sharing options...
jstnj Posted January 16, 2017 Share Posted January 16, 2017 @rsparkyc are you able to use your recompiled RP-0/RO in 1.2.2? Link to comment Share on other sites More sharing options...
rsparkyc Posted January 16, 2017 Share Posted January 16, 2017 Just now, jstnj said: @rsparkyc are you able to use your recompiled RP-0/RO in 1.2.2? Technically, yes, it runs. However, there's plenty that's not working. I can't transmit science, and pretty much every part shows up as being non-ro compatible. Link to comment Share on other sites More sharing options...
nanomage Posted January 17, 2017 Share Posted January 17, 2017 12 hours ago, harlikwin said: ... Also, with regards to "film" missions, Is there at some point a way to just radio the information back, its not terribly practical to do film return missions from Venus? I know the K7 reflectron claims it was used to send live video back from the moon (per the description), but it it seems the data rate is way too slow to use with the original film pod. Is there a later camera or better antenna I need to use? that's just the way return film camera experiment is configured - transmittable science returns are 1% or so even if you mod in an antenna fast enough to transmit the package in time to not be hit by the 'transmitted science not adding up to total count' issue. You'll always have to do a return with those. in dMagic orbital science, there's an 'orbital telescope' experiment that's transmittable and rp-0 approved. Link to comment Share on other sites More sharing options...
harlikwin Posted January 18, 2017 Share Posted January 18, 2017 I think, given the preponderance of remote cameras on probes in the 60's and 70's that should probably get added to the stock rp-0 tech tree. Along with a 2 man capsule. Just my .02... Link to comment Share on other sites More sharing options...
chrisl Posted January 26, 2017 Share Posted January 26, 2017 Technically this should probably go with RO and not RP-0 but since there doesn't seem to be an RO thread right now, I wasn't sure where else to bring this up. Anyway, I recently found some documentation that implies that the J-2 engine used on the S-IVB stage of the Saturn V (S-IVB-500) did not have the same thrust as the J-2 engine used on the S-II stage of the Saturn V nor the S-IVB stage used on the Saturn 1B (S-IVB-200). Based on the thrust rating I'm seeing (876 vac), the closest in game engine I can find is the "J-2-200klbf" (and one mission report I read actually stated that the Saturn V S-IVB had 204,000 pounds of thrust) but the test flight setup for this engine only allows it to burn for 135s before it fails. The J-2 on the Saturn V lunar flights had to burn for as much as 515s (Apollo 17). Is there any reason we have the test flight data for the J-2-200klbf set so low? Link to comment Share on other sites More sharing options...
rsparkyc Posted January 26, 2017 Share Posted January 26, 2017 2 hours ago, chrisl said: Technically this should probably go with RO and not RP-0 but since there doesn't seem to be an RO thread right now, I wasn't sure where else to bring this up. Anyway, I recently found some documentation that implies that the J-2 engine used on the S-IVB stage of the Saturn V (S-IVB-500) did not have the same thrust as the J-2 engine used on the S-II stage of the Saturn V nor the S-IVB stage used on the Saturn 1B (S-IVB-200). Based on the thrust rating I'm seeing (876 vac), the closest in game engine I can find is the "J-2-200klbf" (and one mission report I read actually stated that the Saturn V S-IVB had 204,000 pounds of thrust) but the test flight setup for this engine only allows it to burn for 135s before it fails. The J-2 on the Saturn V lunar flights had to burn for as much as 515s (Apollo 17). Is there any reason we have the test flight data for the J-2-200klbf set so low? Open up an issue in the RO github page: https://github.com/KSP-RO/RealismOverhaul/issues/new Link to comment Share on other sites More sharing options...
HeartofGold Posted January 30, 2017 Share Posted January 30, 2017 Hello all, thanks for working on such a great mod(s) I spent rather a few hours installing it over the weekend on 1.1.3. It's pretty great, having to unlearn quite a few things, and learn quite a few more. I haven't managed to get Taerobee working. Game stalls when loading Taerobee_decoupler. Is it important or can I play without it? Link to comment Share on other sites More sharing options...
hargn Posted January 30, 2017 Share Posted January 30, 2017 Hi @HeartofGold I never have encountered this issue, does the name of the Taerobee decoupler contains NonRP0 or NonRO (or something like that) ? Because in such case, the part is not configured for RO or RP0 and so, you shouldn't use it. I would aslo recommend to you to use the procedural interstage bases and fairings. They are much more versatile than the other decouplers. Link to comment Share on other sites More sharing options...
HeartofGold Posted January 30, 2017 Share Posted January 30, 2017 12 minutes ago, hargn said: Hi @HeartofGold I never have encountered this issue, does the name of the Taerobee decoupler contains NonRP0 or NonRO (or something like that) ? Because in such case, the part is not configured for RO or RP0 and so, you shouldn't use it. I would aslo recommend to you to use the procedural interstage bases and fairings. They are much more versatile than the other decouplers. I'm not actually sure. The game stalls in the loading screen (this one, not my picture) when it says loading the part " Taerobee-decoupler" I tried installing Taerobee both from CKAN and from github and it stalled at the same place. Maybe when I get home I'll try to delete that part manually. Not sure why I didn't think of that. Would people recommend deleting non-RP0 parts from their games? Link to comment Share on other sites More sharing options...
Recommended Posts