Phineas Freak

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About Phineas Freak

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  1. Then there is either a graphics compatibility problem (the fix is actually a workaround and not an actual fix) or you did not change the correct line. Either way, as @DrLicor says, i will need the log files, along with your ModuleManager.ConfigCache file.
  2. Follow the steps and you will be able to mitigate the bug.
  3. As noted in the OP: You were unfortunate this time, since this bug happens even when the correct mod versions are installed.
  4. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    There is an option to "Use RCS for ullage" under the MJ settings. Enabling that will ensure that MJ will check the propellant stability before trying to ignite an engine. So, you can program a maneuver node via RT and MJ (theoretically) will cover everything else.
  5. @Varunz16 Please take a look at the OP. Read the DirectX11/OpenGL section and how to mitigate the "blue sphere" bug. In that note, i am happy to announce though that i may have finally found a solution for that specific bug (that does not seriously affect the overall visual appearance). It also fixes the hard Earth terminator. @gemini4 There is also another thing that you could try: open the textures.cfg file (under the RSSVE/Assets path) and delete the following lines: OBJECT { name = RSSVE/Assets/MainTextures/EarthCloudsLow mipmaps = False isCompressed = True }
  6. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    @Kobymaru Some parts are supported (IIRC Coatl Aerospace and VSR) but there are still many parts left to be configured. For now it is not possible to fully replace RT with CommNet, since you will be lacking all the useful tracking stations. Ullage with RT: that's...difficult, not without MJ configured to use RCS for ullage. RT does not have an option to explicitly use RCS as engine(s) but i am sure others will have some workarounds for that.
  7. So...let's clean up some of the questions and bug reports, shall we? @Observe and @Heady978: Can you confirm that Kopernicus was the culprit for the "flying tiles" ? @J-2 Lover and @Gousaid67: This may or may not be a bug from my config side. I have seen the dark band happen before but most of the time was difficult to actually see it. But i can confirm that making some minor corrections fixes that so consider it fixed. @flart: Yes there is, check out RSSVE-Lite (it is also linked in the OP). @Grabek: As other users report, RSSVE is not officially compatible with RSS. And a general note: until RSS is considered compatible with KSP 1.3.1 then i will not release a newer version of RSSVE. RSSVE depends on both the RSS binaries (.dlls) and correct body naming configs. The current official release will not work under KSP 1.3.1. Unofficial recompiles and/or patches will not be considered or supported. Having said that, users are free to use Now, your problem seems simple enough: if Scatterer cannot locate the textures defined by the Scatterer configs then you will get the exact same result. Since you are not providing a log file, i cannot comment on anything else. Check your installation and your folder permissions (if you are using Windows). @Damien212: SpaceDock has every Scatterer release under the Changelog tab. Both the 0.0320 and the 0.0320b releases are listed. @mystere9: Unfortunately this is something that is not currently fixable. I was able to "cover it up" in the previous versions but there are some complications regarding the RC4 release: if i use the hack that i was using to "fix" it then the EVE cloud integration feature will break. So, for now, it is better to have these terminators than a completely broken view of the atmosphere as viewed from the surface. I will have to congratulate you though, you are one of the few users that actually followed the instructions and provided logs, along with sample screenshots! @brooklyn666: This is how Scatterer camera setup works (at least up to the 0.0320b version). As for the not increase the camera FoV! @gemini4: You can play around with the EVE detail distance parameters. Do note that you will face extreme detail texture tiling up close if you decrease the distance too much. Also, for the terrain textures: other users have mentioned performance loss before but i thought that i fixed that (no reports upon the release of RC4). I will make sure to make them toggleable, along with the EVE volumetric clouds, for users that do not like these features. @reloutino: I have not seen that before but i can make a guess: the Sun is perpendicular to the rings (as they cast no shadows) and they may appear unlit (or black). Test if timewarping (i.e. Saturn changing it's position relative to the Sun) "fixes" it. I guess this is a bug (limitation?) of the ring shader? @BlackDragon Korean: Missing Saturn rings means that Kopernicus failed to load the ring shader. Without a log i cannot see if you are using the correct Kopernicus version (the KSP 1.2.2 backports fixed a lot of these ring issues - had the same problems in my dev environment) but that would be the first thing to check out. A bug report that i will have to make is that the TextureReplacerReplaced reflections are currently broken when using Scatterer (horizon flashes when the PQS to SS transition happens). I am sure that other users will have reported it so i am leaving this here as a note for future reference.
  8. [1.2] Real Solar System v12.0 Dec 8

    Yes, more specifically the TimeWarpFixer.cs class of the RSS assembly. Nothing "broke" or got changed in KSP 1.3. You just have to: Update the RSS compatibility checker for the KSP 1.3 version Recompile the RSS source code against the KSP 1.3 assemblies via your favourite C# IDE (Visual Studio, SharpDevelop, MonoDevelop to name a few). Replace the existing RSS assembly with your new one Profit! If you are willing to use KSP 1.2.2 (probably should until a KSP 1.3 compatible RSS version is released) then none of the above steps are required.
  9. Realism Overhaul Discussion Thread

    @h0yer The best thing to do, as you found out, is to explicitly set the manufacturer tag inside the global engine configs. And no, it will not break anything! Just manually check if the actual global engine config doesn't already set that field. Also, if you have the time and the will, would you like to do so for the actual RO engine configs? Just clone the repository and do a PR with your changes, i surely would appreciate that!
  10. [1.2] Real Solar System v12.0 Dec 8

    @sir raftalot These functions are dependent on the actual RSS assembly in order to operate. RSS is version locked, meaning that the KSP 1.2.2 version will not run under KSP 1.3. You will need to recompile the source code for that. Also, only the time warp rates list is needed for what you want, everything else is not needed: REALSOLARSYSTEM { timeWarpRates { rate1 = 10 rate2 = 100 rate3 = 1000 rate4 = 10000 rate5 = 100000 rate6 = 1000000 rate7 = 6000000 } }
  11. IDK. Scatterer has proven that if you are getting graphical issues with it then the version used does not match the KSP version. I would double check to see if the version of Scatterer installed is really the "b" and not something else. I almost did that mistake when setting up a dev environment...
  12. Sorry but this has nothing to do with RSSVE. This is a known bug with the normal maps that are currently used in by PFFE for these fairings and it has already been fixed. What @Observe probably meant was that the shadows of the parts are too strong. But this can happen anyway if the sun is low on the horizon. For any interested party i would suggest to disable the EVE integration feature for now.
  13. Currently no. Incidentally, i had the same conversation with @Heady978 about it and in the end it seems that disabling the EVE integration would be the better solution (users can easily enable it again via the Scatterer main menu). What is the latitude of the launch site, the season and the time of the day? I am asking because RSSVE does modify the sun light intensities but i actually increased them (IIRC stock uses 0.85 and i am using 1.0 for them).
  14. Where is this engine from?

    Real Scale Boosters
  15. [1.3] [1.2.2] Procedural Fairings 3.21/4.0 (2017/6/7)

    No, KJR works fine with both PF and stock auto-struts. I can spot some internal struts though between the interstage and the upper stage tank. Can you test it without them? Also, the overall rigidity of the Falcon + transport structure. If it is too rigid then you will get similar results.