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ALPHA 8 Readme
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RedAV8R committed Jul 31, 2014
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152 changes: 114 additions & 38 deletions RealismOverhaul/Readme_RO.txt
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Expand Up @@ -9,46 +9,123 @@ License CC BY-SA
Also included: Module Manager (by sarbian, swamp_ig, and ialdabaoth). See Module Manager thread for details and license and source.
Module Manager is required for RO to work.

INSTALL:
1. Install required mods, updating as necessary. See the Requires list below for installation notes for those mods.
2. Remove any existing RealismOverhaul or RedAV8R or SFJBRealEngines folder in KSP/GameData/
3. Unzip this archive to KSP/GameData.
4. OPTIONAL - Those using PartCatalog, CUT and paste the folders within RealismOverhaul/RedAV8R into KSP/GameData.
========================================
FAQ:

Q: What is Realism Overhaul (RO)?
A: Realism Overhaul is a set of ModuleManager patches which transforms KSP parts (both stock and mods) into 1:1 replicas or as close to what real world would be. While totally separate, (although created by the same person - CHEERS to NathanKell), RO and RealSolarSystem (RSS) are complimentary. Neither 'requires' the other for KSP to run, but your experience is going to be severely and awkwardly changed without them together. Note that compared to a stock Kerbin universe your experience will be totally changed compared to that of what RSS and RO provides. These two combined effectively turn the 'game' of KSP, into a space simulator in which you can design and fly real missions using real numbers.

Q: What should I know about Realism Overhaul?
A: There is a lot. Whatever you have 'learned' about space travel using a stock Kerbin universe, forget it. KSP was designed around 'playability', and making things 'fun'. RSS and RO when used together makes space travel as hard as it gets. Gone are the days of lifting off straight up until your wanted apoapsis is reached then waiting, turning 90 and powering until orbital velocity is achieved...well, you can do that still, but it's time you learn more efficient flight paths or your vehicles are going to be quite large.

Changes:
*New generic size system: 0.5m, 1m, 1.25m, 1.5m, 2m, 2.5m, 3m, 3.5m, 3.75m, 4m, 5m, 6m, 7m, 8m, 9m, 10m - This is achieved via TweakScale.
*Modified ElectricCharge system. 1EC/s = 1kW.
*Realistic battery and solar panel numbers, and usage for RT2 antennae. Solar panels don't produce much, but they're light.
*RTGs are now modeled after real counterparts.
*DRE Heat shields now support RSS, with new heat shields added based on new size system
*Stock/Generic pack masses have been tweaked for realism.
*Realistic use of Reaction Wheels. Very few parts have them, and those that do have realistic forces. Most vessels will require some form of Reaction/Attitude Control System.

Engine Support:
Realism Overhaul comes with the RealEngines set of engine patches (originally by SFJackBauer). It gives engines the stats of real-world engines that look similar, like NovaPunch K2-X -> J-2.

Realism Overhaul natively supports NathanKell's Reaching for the Stars pack, which gives engines "realistic" stats with a real-world flavor without being clones. This is required when using Realistic Tech Progression Lite (RPL).
The RftS Pack can be downloaded from the fourth post here: http://forum.kerbalspaceprogram.com/threads/57833.

Realism Overhaul also natively will not interfere with "StockAlike" engine configurations.

Q: What do I need to run Realism Overhaul?
A: Realism Overhaul uses a set of 3rd party mods to enable certain aspects of realistic flight/performance/etc. Without these, 'realism' is going to be severely limited. Memory footprint (except RSS) is quite small so having them (you likely might already) is not going to produce a performance hit. Therefore, each one of these mods listed as REQUIRED are just that and support without them will not be received.

Q: I don't want to install ****** (some required mod), what will happen, what should I do?
A: Install it anyway. Realism Overhaul+RealSolarSystem is designed around these dependencies. Generally KSP will still load, but you have now nerfed the entire experience, and have shown you do not wish to realistically experience spaceflight. Again, these are REQUIRED, and support without them will not be received.

Q: My Realism Overhaul installation is broken/doesn't work/etc. What do I do?
A: First, go through these basic FAQ and see if your answer is there. If it is, great, problem solved. If not, follow the prescribed basic troubleshooting steps following the FAQ. If that doesn't fix it, THEN you may post. Please follow the directions for your post, otherwise be prepared to be chastised.

Q: My engines don't throttle! How can I fix this?
A: You don't, and we won't. It's working as designed. In real life, 99% of rocket engines don't throttle at all. A few throttle down to about 60-70% (like the SSME) to lower crew G forces on launch and to limit stress on the stack (especially at Max Q). Only a tiny, tiny few actually "deeply" throttle--basically just engines designed for landers. The Lunar Module Descent Engine is the largest deeply-throttling engine in RO right now, and will throttle down to about 12%. As more and more engines are added, your options will increase, but again, there aren't many engines that do throttle. Such is life. Welcome to Realism Overhaul.

Q: My parts are bigger/smaller than they were?
A: Yep, they sure are, and no, we are not going to change it back. Parts have been resized to approximate or duplicate real life. Such as this is Realism Overhaul, that is kind of the point.

Q: Some parts have CoM/CG offset from the true center of the part? AND/OR My craft won't fly straight, what is happening?
A: Some parts (even more will be soon) have had their CoM adjusted to approximate real life. Once again, no, we aren't going to change it back. Soon we will add a moving CoM to further enhance realism. Remember, this Realism Overhaul not Kinda Sorta Maybe Real But Totally Fiction When Things Get Tough Overhaul.

CoM Related:
Q: How do I make a controlled, lifting reentry with the Mk1-2 Pod?
A: See this awesome video for a tutorial.

Q: My engines are disappearing into my fueltank!
A: The "going into the fueltank" thing is a trick SFJackBauer devised to get around the issue that most KSP engine models are actually engines + giant fuel tank bottom domes, basically. (Look up pictures of rocket engines. At most they have a turbopump etc at the top, or a set-of-girders thrust structure. Not a giant dome; that's the bottom of the fuel or oxidizer capsule-shaped tank.) Which is bad if you, for instance, want to use the engine on a different-sized fuel tank. Can't do anything about using an engine with a giant dome on a *smaller* tank, but for bigger tanks SFJackBauer devised this system where the unsightly dome is hidden inside the fueltank. Works great for clusters like S-II.

TROUBLESHOOTING:
So, none of the previous answers satisfied you or you still have problems.

1. RE-INSTALL. Start from scratch again.

This is a set of ModuleManager tweaks and part rescales for a 100% human-scale KSP.
a. Install a new fresh copy of KSP. A lot of times, starting over is THE best way to remove all doubt as to what is causing an issue, ensuring there isn't anything extra that may not be supported or wanted.
b. Ensure you have the latest version of Realism Overall and all dependencies
c. Install all dependencies, following individual included instructions except for any special instructions found here. (See the Install Procedure)
d. Install the latest copy of Realism Overhaul. There may be a good chance that a new version has been released, sometimes they are daily, just depends on how much was done. If that doesn't solve the issue, you may have a bug.

2. RE-TEST. Does what was happening still happen??? Do this 2 or 3 times at least to verify.

3. GET YOUR LOGS. During your testing if the issue happens make sure you get the log. This is vital. No log, no support.

Cause the problem. Quit KSP (if it hasn't crashed). Upload your output log (NOT ksp.log) to dropbox or something.
Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used)
Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log
Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

4. POST. Now that you've got your 'evidence', now is the time to let us know what is going on.

a. State your issue.
b. State how you got your issue to occur. The more detail in these two steps the better it helps us to narrow down specific events.
c. Post a link to your log that you obtained in STEP 3.

5. WAIT FOR RESPONSE. Somebody should answer your question pretty quick, but it may be a day or two.

6. READ, UNDERSTAND, FOLLOW DIRECTIONS PRECISELY. Sometimes we need more information, have a request for you to try, or advice. If we do, do what we say.

Now the Fun STUFF.

INSTALLATION:
1. Start with a FRESH unadulterated install of KSP.
2. Install the required mods. Ensure you have the most up to date version and have followed their respective installation instructions. Links are provided below as well as some special installation notes/instructions for those mods.
3. Unzip the Realism Overhaul download zip archive to your KSP/GameData folder.
4. OPTIONAL - Those using PartCatalog may CUT and paste the folders within RealismOverhaul/RedAV8R into your KSP/GameData, there should be no overwriting necessary.
5. Launch KSP. Enjoy.
========================================

Requires:
Module Manager by sarbian, swamp_ig, and ialdabaoth - INCLUDED (v2.2.0)
Real Solar System by NathanKell (v7.0)
ModuleRCSFX by ialdabaoth. Updated by NathanKell - INCLUDED
Real Solar System by NathanKell (v7.1)
Real Fuels by NathanKell (v7.1)
Deadly Reentry Continued by NathanKell (v5.2)
Ferram Aerospace Research by ferram4 (v0.14.1.1)
RealChutes by stupid_chris. (v1.2.2.2) NOTE: DO NOT install the MM files that are included.
Engine Ignitor by HoneyFox. (v3.2) NOTE: DO NOT extract the included zips of config files; if you already extracted the config files, delete them.
Advanced Jet Engine by camlost (v1.4) (NOT UPDATED YET to KSP 0.24.*)
Engine Thrust Controller by HoneyFox. (v2) (FUNCTIONALITY BEING INTEGRATED INTO RealFuels SOON) NOTE: DELETE the cfg that comes with it.
RealChutes by stupid_chris. (v1.2.3) NOTE: DO NOT install the MM files that are included.
Engine Ignitor by HoneyFox. (v3.3) NOTE: DO NOT install the MM files that are included.
Advanced Jet Engine by camlost (v1.4) NON-OFFICIAL 0.24.* update HERE

Best with:
TweakScale by Biotronic (v1.32)
Very Highly Recommended:
TweakScale by Biotronic (v1.33)
TAC Life Support by TaranisElsu (v0.9 PRE-RELEASE #3)
CrossFeedEnabler by NathanKell (v2.2)
Toolbar by blizzy78 (v1.7.5)
Toolbar by blizzy78 (v1.7.6)
ModuleFixer by arsenic87
PartCatalog by BlackNecro (v3.0RC5)
TextureReplacer by Shaw (v1.6.1)
or Active Texture Management by rbray89 (v3.3.1)
MechJeb by many (v2.3.1)
Kerbal Joint Reinforcement (v2.4.3)

Optional:
Medieval Nerd's Realistic Tech Progression Lite tech tree (note: requires RftSEngines)
RemoteTech 2 by Remote Technologies Group (v1.4)

Mods/Part Packs:
KW Rocketry by Winston & Kickasskyle (v2.6c) (FULL SUPPORT)
Procedural Parts by swamp_ig (v0.9.16) (FULL SUPPORT)
Procedural Fairings by e-dog (v3.08) (FULL SUPPORT)
RemoteTech 2 by Remote Technologies Group (v1.4) (FULL SUPPORT) (???COMPATIBILITY WITH KSP 0.24.* ???)

KW Rocketry by Winston & Kickasskyle (v2.6c) (FULL SUPPORT)
Procedural Dynamics - Procedural Wing by DYJ (v0.8) (WIP)
AIES by carmics (v1.5.1) (WIP)
NovaPunch by Tiberion (v2.05) (WIP)
Expand All @@ -70,6 +147,9 @@ OLDD Apollo/Saturn (WIP)
Rocketdyne F-1 (WIP)
Universal Storage by PaulKingtiger (v0.752) (WIP)

Optional:
Realistic Tech Progression Lite tech tree by Medieval Nerd (note: requires RftSEngines)

Coming Soon:
Sum Dum Heavy Industries - Service Module System by sumghai (v2.0) (NOT SUPPORTED YET WILL BE SOON)
Lionhead ESA, Rovers, Landers, Probes, Solar Panels by
Expand All @@ -81,25 +161,21 @@ SCANsat by technogeeky
SkyLab by raidernick
International Space Station

REMOVED
ModuleRCSFX by ialdabaoth

Engine Support:
Realism Overhaul comes with the RealEngines set of engine patches (originally by SFJackBauer). It gives engines the stats of real-world engines that look similar, like NovaPunch K2-X -> J-2.
However, it also supports NathanKell's Reaching for the Stars pack, which gives engines "realistic" stats with a real-world flavor without being clones. This is required when using Realistic Tech Progression Lite (RPL).
The RftS Pack can be downloaded from the fourth post here: http://forum.kerbalspaceprogram.com/threads/57833.

Changes:
*New size system: 0.5m, 1m, 1.25m, 1.5m, 2m, 2.5m, 3m, 3.5m, 3.75m, 4m, 5m, 6m, 7m, 8m, 9m, 10m
*Rescales via TweakScale of stock and generic part packs to support the new size system
*Realistic battery and solar panel numbers, and usage for RT2 antennae. 1EC/s = 1kW. Solar panels don't produce much, but they're light.
*RTGs are now modeled after real RTGs
*DRE Heat shields now support RSS, with new heat shields added based on new size system
*Masses tweaked
*Realistic use of Reaction Wheels - very few parts have them, and those that do their forces are limited and RCS would be a good thing.

Changelog:

v6.0 ALPHA 8 \/
*Small batteries in squad pods
*FASA updates
*RealEngine updates to Squad, RealFuels, KW, and BobCat
*Update to ModuleRCSFX
*TACLS Config Fix
*Convert UA120X to UA1204
*Mass/Thrust/Isp Fix for fairings
*260/300" PLFs added
*PLF Base mass fix
*Better, not quite perfect thrust curves
*KW Solids complete - needs better thrust curves

v6.0 ALPHA 7 \/
*Rework DRE Heatshields, more size options available now.
*Update TAC Consumption/Production Rates
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