ksp-ro / rocapsules Goto Github PK
View Code? Open in Web Editor NEWROCapsules is a mod that takes the best versions of capsules available and uses them as the in-game models for Realism Overhaul parts.
ROCapsules is a mod that takes the best versions of capsules available and uses them as the in-game models for Realism Overhaul parts.
The net result is that pitch up commands have about 1/10th the effect of pitch down, or any other attitude adjustment for that matter. The issue pertains not only to ROCapsules but to DECQ's base mod as well. I've contacted DECQ about the issue via the forums and I await a reply. However, they have not been online since october of last year so I think the best course of action is to correct the issues ourselves.
I tried hacking a fix myself but I could not get it to work without accidentally removing the ability to EVA. If there is someone more experienced with .mu file authoring around here (which I deem to be very likely) fixing the thrusters without borking the part should be simple. Illustration for clarity:
Adding the Apollo LEM to a craft in the VAB will cause a constant spam of OpenGL Error: Invalid texture unit!
to Player.log and soon crash the game. Nothing unusual is reported in KSP.log.
As we are looking to expand the options available for Soyuz Parts, this is the proposed parts list:
I noticed the new update because the previous version of the Mercury capsule (with integrated heatshield) could no longer safely re-enter. I've switched to the new Mercury capsule but noticed this one doesn't include CO2 scrubbing, so missions are limited to just an hour or two. Maybe this is intentional? But I assume it's just an oversight.
I looked at the config file vs. the previous release and it has the same LiOH scrubber config. Not sure why it's not showing up in the editor. Config note: I'm using Kerbalism rather than TAC Life Support, but even though this section is tagged TAC-LS the previous Mercury pod was able to pick up the CO2 scrubber
This is a weird bug, the LRV cant fold up, the CSM cant close/ open its sub-satellite bay, and the apollo docking mechanism extending animation is broken on the forwards heatshied, the other parts seem fine
This used to be correct (in RO patches of other mods), but in ROC the Apollo SM RCS are set to NTO/AZ50, and no MMH is provided on the SM.
Only the LM used NTO/AZ50 mixture for its RCS, because it did not have the mass and space to carry separate RCS tankage.
ASET Prop's are on the other side of the interior.
Pretty simple - it works in DECQ Saturn V, but with ROcapsules the rover cannot attach to the node on the Lunar module.
BDB has been revamping its Apollo parts for a while and they are much better then what this mod is currently using.
The Gemini OAMS that is configured for engine is missing a DrawGauge = True for MMH in its config.
I cannot EVA from any of the capsules, it says the hatch is obstructed (and it isnt). I tried this multiple times even without any other added parts.
My KSP gets stuck on RO Capsules LEMAscent while loading into Menu KSP Version 1.10
Placing the ROC-VoskhodAirlock on a craft sets the craft's height (per VAB engineer's report) roughly equal to the airlock's position in the VAB, instead of just taking the part's height into account. An airlock near the floor gives a height of a couple of meters; an airlock near the ceiling gives a height of ~50m.
Hi,
I was doing personal edits to the ApolloCM_Internal from ROCapsules, and couldn't understand why my props werent applied. I finally found out that the internal.cfg was duplicated for some reason, thus overwriting my edits.
It's both present in ROCapsules/PartConfigs/Apollo/Internal_Apollo.cfg
and in ROCapsules/PartConfigs/ApolloBDB/Internal_Apollo.cfg
Is there a reason for that ?
Not a big deal per se, but nonetheless useless, and can cause issues (if someone uses/modify/needs this IVA, for a mod/other). ๐
Peace
According to https://www.airspacemag.com/flight-today/flying-the-gusmobile-218187/?page=3, Gemini re-entered "heads down". The CoM offset of descent mode assumes a "heads up" profile.
I have been unable to successfully reenter with a Vostok capsule. From a nominal orbit with an apogee of 300km or less, and a post-retro periapsis between 40km and -250km, the result is always an overheat and explosion. All mods are either release or master as of around 6/7/21
The real life Gemini was 10ft in diameter, the same diameter as the Titan II GLV rocket and Atlas rocket.
However, turns out that in ROCapsules, Gemini displays the wrong diameter (2.84m instead of 3.05m), which is incorrect.
It is not a game breaking issue, but it does follow quite a decent amount of innacuracies.
(Centaur below for scale)
Currently is 0 when active and 100W when disabled
[WRN 18:38:35.640] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "ROC-ApolloCMBlockIII/ROC-ApolloHSBlockIII+/ROC-ApolloSMBlockIII/ROC-ApolloEngineBlockIII/ROC-LEMDescent/model/ROCapsules/Assets/DECQ/LEM/LEM_Descent(Clone)/1/LEM_STAGE1/NODE"
Also this when grabbing the Apollo LM Ascent Stage:
[ERR 18:42:03.029] [ModuleSrfFX]: No IThrustProvider module found at index 0!
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
ModuleManager.UnityLogHandle.InterceptLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Debug:LogError(Object, Object)
ModuleSurfaceFX:Start()
On the Apollo rover:
[ERR 18:43:54.051] Cannot find fx group of that name for decoupler
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
ModuleManager.UnityLogHandle.InterceptLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Debug:LogError(Object)
ModuleDecouplerBase:OnAwake()
ModuleDecouple:OnAwake()
PartModule:Awake()
UnityEngine.GameObject:SetActive(Boolean)
EditorLogic:SpawnPart(AvailablePart)
EditorLogic:OnPartListIconTap(AvailablePart)
KSP.UI.Screens.EditorPartList:TapIcon(AvailablePart)
KSP.UI.Screens.EditorPartIcon:MouseInput_SpawnPart()
UnityEngine.EventSystems.EventSystem:Update()
Volume of 1.103l containing 64.45l of PSPC? Mounted as a trio they provide 254 dV over a 66 second burn time, not quite intended. The code in question:
MODULE
{
name = ModuleFuelTanks
type = PSPC
volume = 1.103
basemass = -1
TANK
{
name = PSPC
amount = 64.45
maxAmount = 64.45
}
}
The FASA config for the posigrade engines has 1.103l of propellant (so I assume that's the correct amount), however I'm very curious where the 64.45 number comes from.
The recolorable X-1 cockpit (conic cockpit) has a weird issue where in flight, the mouseover check for the EVA hatch seems to have no boundaries, if the cursor is over anything other than another layer such as a mechjeb window or the navball, the EVA hatch mouseover text is present, and if you click, the EVA dialog spawns.
Hey,
the newest release does not work with kerbalism. You don't have any possibility to get rid of the co2 in the capsule and the kerbals are dying slowly .
Great mod btw!
The Vostok capsule proficiency training seems to be broken. It does not show the length of the course (at least not before starting, I didn't try to start it).
Whenever a craft contains a mercury capsule then the craft will not show up on map view and map view gets focused on Earth by default (and on some occasions the map view starts to zoom out by itself indefinetly). Orbit, Ap, Pe, etc. Show up as normal, no craft icon though. Issue verified on a fresh RO install in sandbox (mod conflicts are therefore ruled out).
Right now we are shipping both FASA and BDB copies of Mercury and Gemini. We should pick one.
(Also, we should hide the SXT version of the LM stages when ROC is installed.)
I'm not sure which one is incorrect, but there's a problem here.
The D-2 Docking Probe requires "ROC-D2DockProbe" (4000) and "D2Dock" (57000) unlock requirements, which costs 61000 funds in total.
The Apollo Docking Mechanism Probe requires "ROC-ApolloProbeDockPortBDB" (0), "dockingApollo" (55000), and "capsulesApollo" (420000), which costs 475000 funds in total.
Considering these two probes unlock at the same tech level and are both for similar, I would not expect their unlock requirements to be so different, so either one of these should be fixed to represent the usual amount.
The wings don't produce lift and the control surfaces don't work
The ROcapsules Apollo parts crashes the game when I go to launch or simulate. It's all the various ROCapsules Apollo parts but no other game parts.
Log here: https://www.dropbox.com/s/jkn5juj8sey7vkg/Player.log.zip?dl=0
I'm playing on macOS 12.6.1. KSP is 1.12.3, install is correct via CKAN Express install.
In PartConfigs/Apollo/ApolloSM.cfg there seems to be a typo on line 291 setting the Helium maxAmount to 16510 where it should be 165810.
The original parts we use often had char animations. Those should be re-added.
it looks a lot better
Since its not configured as a drogue chute, 25000m on a typical re-entry means an instant snap. Sad times!
Causes the entire loading process to freeze in KSP 1.10.
[WRN 15:52:07.379] DragCubeSystem: Part 'ROC-LEMAscent' has more than two IMultipleDragCube part modules. You should consider procedural drag cubes.
[LOG 15:52:07.379] DragCubeSystem: Creating drag cubes for part 'ROC-LEMAscent'
[EXC 15:52:07.568] NullReferenceException: Object reference not set to an instance of an object
ModuleDeployablePart.AssumeDragCubePosition (System.String name) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Mercury: retro rocket decoupler "stage decoupler" does not create a node
Gemini: equipment section "stage decoupler" attaches to the existing node for enabling RCS, so triggering RCS causes the equipment section to decouple
After testing the Big Gemini System following issues have been found:
Feel free to add more issues if found
Basically, would need to add this in ApolloHGA .cfg
MODULE:NEEDS[RealAntennas] { name = ModuleRealAntenna antennaDiameter = 0.78 RFband = S }
but this doesn't delete the existing [moduledatatransmitter] added in the same .cfg, which I can't figure out how to get rid off, mostly due to my high MM skills..
Title. Not sure which decoupler node is to blame: the heatshield or the service module.
In the reentry (any angle) the material ablative is fixed (don't go down, always 720) and charred ablator is 0. And always the hostest part is the Orion CM. Seems that the Heatshield isn't working properly.
As I understand it, while the LM used NTO/AZ50 because it shared tankage for RCS with the LMAE, the SM RCS was NTO/MMH. But the "Apollo SM RCS Block" - ROC-ApolloRCS - uses NTO and AZ50.
Mercury capsules seem much more fragile: standard reentry burning retro rockets from 200km experiences thermal failure unless Deadly Reentry (Maat edition) thermal physics are turned down to 80% or so. Reentry is possible by adding non-historical additional retro rockets, additional heat shields etc. but 1962 Mercury-Atlas replicas using this model aren't able to survive missions like Mercury-Atlas 6 (apogee 248km, perigee 150km) without modifying physics.
Notes:
In a crewed Mars mission, I used the Orion CM (with the Orion forward heat shield and docking port, just like what is shown in picture 1) to dock with the NASA docking system (passive). It was successful (which is shown in picture 2, 3 and picture 4).
Then I let the whole space station start to go to the Mars and close the game after the ignition. But when I open it again and reach the Mars (just like picture 5), I need to undock (not decouple) the Orion CM. However, there was a bug here (like picture 6). And if I want to start warp, the Orion CM will be eliminated and never exist again. And if I want to switch to the Orion CM by using the "]", the game will crash, and I need to open it again (and the issue still remain unsolved).
Essentially the Mercury + attached nodes all bend under the stress of dynamic forces. When time warping this deformation of the parts is more pronounced. I've tried launching with and without the heatshield, LEM and retropack. None of these make a difference.
The same happens with the Apollo and Lander parts.
Example of the Apollo behaviour:
The Gemini capsule has no issues whatsoever.
The D2Antenna's RealAntenna config currently sets an antennaDiameter that does not match the model. The antennaDiameter should be set to match the actual part model's reflector diameter, which in this case appears to be slightly more than 0.6 meters. See the image linked below where I have done my best to match a procedural tank to the diameter of the reflector.
https://i.imgur.com/IqE9msy.png
My understanding is that this was copied from the Apollo HGA config which may have a related issue. Since that model has multiple reflectors the antennaDiameter should be set to the square root of the number of reflectors multiplied by the diameter of an individual reflector.
Can't get active and passive APAS ports to dock together. Seem to be just colliding and don't capture.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.