Saturn Instrument Unit
REQUIRES Realism Overhaul 8.2.0
NOTE: This release adds avionics requirements. Existing launched craft may not have flight controls enabled (though right-clicking and staging will work).
It is suggested you use the patch pjf posted on our forum thread until you either start a new save or have landed all missions which have insufficient avionics and would be harmed by losing flight controls.
Flight
This release also features the first halting steps towards an alternate start (and midgame) strategy: X-Planes and later spaceplanes. The SXT Beechcraft Bonanza is added, as are jets from AJE, a new cockpit for X-planes, and the aero nodes are rearranged. Finally you can complete that stock altitude contract!
Avionics:
When you have insufficient avionics to control your craft, flight controls (pitch/yaw/roll, throttle, rcs toggle, etc) are locked and SAS is turned off. Various parts give a set allowable mass, and the mass limit is cumulative. Some parts (sounding rocket core, early probes), those with ModuleScienceCore, have zero allowable mass: they don't offer flight controls at all. Make sure you add enough avionics to your vessel for it to be controllable; the amount of allowable mass a given part offers is listed under the module info (in the editor tooltip list of modules). Various cloned parts allow sufficient avionics parts just in RP-0's basic stock/SXT environment, but in addition the various FASA replica parts (Atlas stages, Centaur stages, Titan upper stages, etc) have appropriate avionics added. Note that crewed craft are not exempt from these limitations! If you want to control more than five tons with Mercury or Gemini, you'll need to add avionics, for example.
Tech changes:
- Landing now gets another parent, and a new cost and description
- Hydrolox nodes get non-uniform icons
- Space Exploration (3rd-gen capsules) cost increased from 200 to 300.
- Rework of construction nodes: now that Hydrolox doesn't use them, they represent "materials science" and are needed for various advancements like new spacecraft or engines.
- Rework of aero nodes: the aero subtree now branches off from start (first node is free to unlock!) and allows you to construct x-planes and later (when parts are placed and priced) spaceplanes.
Contracts changes:
- Human Spaceflight contract now actually requires crew. Oops.
Part changes:
- Placed RPWS and dmscope, priced later SCANszt equiprment.
- Added x-ray detection to the US/DMagic environmental wedge.
- FASA Geiger Counter experiment replaced by our X-Ray experiment (for balance).
- Sounding Rocket core and early should-be-uncontrollable probe cores are now right-click-only.
- Added avionics modules: The Able guidance unit (used on Vanguard, Thor-Able, Thor-Delta, Delta, etc), stock equivalents of Agena (a medium upper stage) guidance and Saturn Instrument Unit, added two generic stackmount guidance rings (one good for Atlas-sized rockets, one for R-7/Vostok-sized), and added a small 1m clone for Vanguard.
- Place and price SXT RCS parts.
- Place and price more probe cores (stock and SXT), including Ranger Block I / Mariner, Ranger Block III, Surveyor, and a generic modern satellite bus.
- Configure/place/price SXT 3.75m core as 3.9m early Saturn IU (used on some Saturn I launches).
- Add a conic cockpit for early X-planes (model courtesy carmics in AIES, used with permission by NathanKell, textures courtesy NathanKell's RftC mod).
- Place and price SXT Beechcraft Bonanza.
- Place and price various AJE jet engines.
- XLR11 and XLR99 moved to appropriate plane-related nodes.
Photo via ibiblio.org