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Thread: [0.23.5] Real Solar System v6.2 6/1/14

  1. #1

    [0.23.5] Real Solar System v6.2 6/1/14

    This mod will turn the Kerbol system into the Solar System.

    For a list of recommended mods, and one built just for this, see the Realism Overhaul release thread.
    Also, check out the RSS Wiki, especially the FAQ!.


    Alternate Configs:
    10x Rescaled stock-Kerbol system by jsimmons
    RSS config that uses all stock + PlanetFactory planets by metaphor and sovereign
    1/10th size Solar System (i.e. real solar system made Kerbal-sized) by metaphor
    6.4x Kerbol system - Config file for Real Solar System that maintains the stock flavor by regex
    IF YOU ARE NOT USING THE DEFAULT RSS CONFIG and the config you download does not come with RealSolarSystem/PluginData/OBJ files of its own, you must delete all OBJ files in GameData/RealSolarSystem/Plugins/PluginData before launching with the new config. Further, KSP will take an extra 15-20 minutes to load the first time while it regenerates models. This is normal. After that, subsequent launches of KSP will be fast..

    README:
    Real Solar System
    This mod will convert the Kerbol System into the Solar System, rescaling, moving, and changing KSP's planets, moons, etc. to match our own.

    Thanks to asmi for kicking me into to doing this and offering so much help along the way; to ferram for aeronautics and orbital help (and FAR, which is essential), and for countless time spent helping others get the most from this mod (and me the most from my modding); to ZRM for many ideas and info; to yargnit and MedievalNerd for playtesting extraordinaire; to everyone else who offered suggestions, code, help, cool screenshots...


    License: CC-BY-SA
    Includes code by Majiir (CompatibilityChecker, licensed as per source) and stupid_chris (ConfigNodeExtensions, licensed CC-BY-NC-SA). Used with permission.
    Also included: Module Manager (by sarbian and ialdabaoth). See Module Manager thread for details and license and source: http://forum.kerbalspaceprogram.com/threads/55219

    INSTALLATION:
    Follow these directions TO THE LETTER If you do not, or you use a mod manager (which counts as not following this one simple direction)...try again, by following the directions.
    The directions: Extract archive to KSP/GameData.

    NOTE: You really should play with the recommended mods. See the Realism Overhaul thread for details.

    Planets included (no new graphics for now, excepting Earth and the Moon)
    Mercury is represented by Moho
    Venus is represented by Eve
    Earth is represented by Kerbin
    Moon is represented by Mun
    Mars is represented by Duna
    Phobos is represented by Bop
    Deimos is represented by Gilly
    Jupiter is represented by Jool
    Io is represented by Pol
    Europa is represented by Eeloo
    Ganymede is represented by Tylo
    Callisto is represented by Ike
    Saturn is represented by Dres
    Titan is represented by Laythe
    Uranus is represented by Minmus
    Pluto is represented by Vall

    ===========================
    Changelog
    v6.2 \/
    *PQS->ScaledSpace wrapping now works and caches correctly. Wrap now defaults to false for backwards compatibility. RSS will export obj files (with extra lines using keyword t for vertex tangents) for all wrapped meshes, and import them (if they exist) instead of wrapping. NOTE: If you change any PQS settings (let alone changing RSS configs!) you MUST delete all .obj files in GameData/RealSolarSystem/PluginData! NOTE 2: If you don't already have cached meshes, and/or you delete them all, KSP WILL APPEAR TO HANG on the "Loading..." screen right before Main Menu. This is NORMAL. Let it run. It takes me about 15 minutes. After that, you'll get your usual load times.
    *regex: fixed Space Center initial camera height (for when camera is under terrain)
    *tons of launch sites from eggrobin!
    *regex: fixes for KSCSwitcher; new icon; now saves and loads selected KSC location with your persistence file; shows descriptions; icons hidden on zoomout; can click to set map to focus on selected location.
    *Update to ModuleManager 2.1.5
    *Tweaked Earth's horizon glow a bit

    License CC-BY-SA
    Download (by clicking here I certify I have read, and will follow, the installation instructions above)
    Github

    High-res color map for Earth (8192x4096; replace your existing 2048x1024 copy)
    High-res normal map for Earth (8192x4096; replace your existing 2048x1024 copy)
    Biomes for Earth. You will need Trueborn's Custom Biomes plugin.
    New mask for city lights. Replace the one in BoulderCo/CityLights/Textures. Note you need the latest Overhaul for them to work; will not work on 7-3.

    If you like my work, and want to send something my way, I'm now accepting donations.


    Screenshots:
    The Earth


    Launching from (the real) KSC


    Suborbital trajectory


    Earth and the other orbits (X-Y plane is the equator; notice how tilted we are from the ecliptic)


    Ferram launches RISAT-1 (India)


    metaphor's Cassini-Huygens mission (to Saturn and Titan):


    widmanstatten goes to Mars and back with Apollo-derived hardware


    WindShields recreates Mercury-Redstone with stock and procedural parts
    Last edited by NathanKell; 8th July 2014 at 22:04.

  2. #2
    Rocket Scientist TheCanadianVendingMachine's Avatar
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    Whoo! Finally, a release stable enough for the main thread!
    Seeing a spacesuited astronaut standing on a platform on the end of the robot arm in space is a crystal-clear sign we live in the future.

    You can't fix Stupid with Duct tape
    (Intended to be "Stupid")

  3. #3
    Rocket Scientist TheCanadianVendingMachine's Avatar
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    Also, is this the developer thread? Or do I post suggestions into the other?
    Seeing a spacesuited astronaut standing on a platform on the end of the robot arm in space is a crystal-clear sign we live in the future.

    You can't fix Stupid with Duct tape
    (Intended to be "Stupid")

  4. #4
    the Patient Engineer
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    you get big hug nao.

    I really like the direction KSP mods are heading in right now.

    Taking this, with FAR, DRE, TAC LS, RT, MFS RF, hopefully soon to come proper tech tree to actually make a challenging career mode out of this..
    This is going to steal so many hours of sleep.

    Love you people.

  5. #5
    Quote Originally Posted by Visari View Post
    This is going to steal so many hours of sleep.
    This. After fiddling with mods that make things more difficult, this is the logical next step.

    Love you people.
    This too. I will have your collective babies. I just can't get over how massive the planet looks now. Really a lot like the pictures of the Real Thang™.
    Last edited by Camacha; 24th October 2013 at 20:38.

  6. #6
    Aw, thanks folks!
    1. For now, I'm proposing taking discussion of this particular mod to this thread (dedicated to it) and leaving the Realism Overhaul thread for bigger-picture stuff. So post here.
    2. Babies are nice, but what would be really helpful is if you post some pretty screenshots to replace the dev shots I have in the first post. You are encouraged to use Universe Replacer and/or the City Lights and Clouds mod (although this mod breaks the latter in map view...).

    3. Mod suggestions.
    To play with this mod on "Real Life" difficulty level, get FAR, MFSC, DREC.
    For MFSC, make sure you set useRealisticMass=true
    Note that you will probably want StretchyTanks with my patch, and lots of big engines from KW and NP. You will also want the small engines from AIES, as your probes of necessity must be small now.
    Also, make sure you play around with each engine's tech level. Many start at low tech levels (representing everything from WW2 on), so if you want present-day performance for engines, set TL to 7 for every engine.
    For DREC, make sure you set heatMultiplier to 10 or so (but try different values and tell me how they work!); you'll burn up at the stock 25. You can do this by holding down ALT+D+R ingame.

    4. Tell me how spaceplanes work! You'll probably need to use LH2/LOX, since you'll need a really impressive engine to get a kerolox spaceplane into orbit.
    Last edited by NathanKell; 26th October 2013 at 03:02.

  7. #7
    Rocket Scientist TheCanadianVendingMachine's Avatar
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    Bug: Ship shakes it's self apart. I have FAR, Your mod, and DR.

    Edit, its launch clamps
    Last edited by TheCanadianVendingMachine; 24th October 2013 at 21:03.
    Seeing a spacesuited astronaut standing on a platform on the end of the robot arm in space is a crystal-clear sign we live in the future.

    You can't fix Stupid with Duct tape
    (Intended to be "Stupid")

  8. #8
    Quote Originally Posted by NathanKell View Post
    Aw, thanks folks!
    2. Babies are nice, but what would be really helpful is if you post some pretty screenshots to replace the dev shots I have in the first post. You are encouraged to use Universe Replacer and/or the City Lights and Clouds mod (although this mod breaks the latter in map view...).
    Is there anything special that needs to be done with the city lights and clouds mod so it looks properly or does it work on its own excluding the map view bug?

    (Though granted I'm most likely not going be able to play with this until tomorrow night so plenty of other people will have provided screenshots by then. )
    Career Mode Ribbons with Real Solar Systems and various other mods (Current Version: 0.22):

  9. #9
    Minimus is in between kerbin and the moon. I really believe this needs to be removed. Put minimus farther out than the moon. Otherwise people can use it for gravity assists to get to the moon and it also can interfere with moon shots. Another option is to put minimus around duna which would be more realistic to make it like mars' moons.

  10. #10
    Bug report, and an interesting one:

    It looks like the manual orbit changes you've done don't automatically cause the orbital period to update. This means that the Mun's orbital period is still a little over a day rather than the ~27 days it should be; this is quite noticeable when on a transfer orbit, where the Mun completes multiple orbits when it should not. The reported orbital velocity numbers are wrong, it's moving much faster.
    Realistic Aerodynamic Models in KSP -- Make your planes fly like planes and your rockets fly like rockets!
    Ferram Aerospace Research -- Neophyte's Elementary Aerodynamics Replacement
    Kerbal Joint Reinforcement -- Kerbal Isp Difficulty Scaler


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