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Phineas Freak

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Everything posted by Phineas Freak

  1. The 140 km point for Earth is where the PQS is disabled and the SS is enabled (different for each body). This can be easily observed under stock KSP and any visual mods just make it more pronounced. It is even worse for bodies with heavy cloud coverage, like Venus and Titan. BTW, it is already filed under the "known issues" list.
  2. This is used by the IVA config files to define whether a crew seat should allow a helmet or not. If you are making IVAs for command modules (capsules) then this is usually set to "True". For simple habitation modules this is more likely to be set to "False". This is just a stack attachment node called "bottom01". You could name it "bottom", "bottom1", "bottom000", "middle", "mylittlepony" or whatever you want. It is just an ID. Similar for "node_stack_top". Digging around is just the best way to learn about KSP modding. Start simple by copying stock parts and making custom ones. Learn the Module Manager syntax so that you can create the same parts but without reusing models and textures. Then, the sky is the limit: making your own models and textures, writing code for adding custom functionality to them, conquering the world with your mods!
  3. @Epox75 The rings are managed via Kopernicus. What is the version currently installed? You need the latest KSP 1.2.2 backported version for them to work. Edit: i had the same problem in my dev setup until i updated Kopernicus.
  4. Well...that's the problem. I do not support CKAN and the metadata for the dev versions are currently completely broken.
  5. @Bornholio RSSVE requires Scatterer v0.0320b under KSP 1.3. The 0.0320 release is meant for KSP 1.2.2 and will not work. Generally, a green band around the planet means that the Scatterer assembly is loaded but it is not compatible with either the Scatterer body configs and/or the KSP version used.
  6. @MaxP These errors (along some other ones from Kopernicus regarding the ring loading) are harmless. You can safely ignore them. @hargn Thank you! You have some really amazing screenshots right there! Seems that the delay releasing the next version was worth it to make sure that everything works as expected.
  7. @Calvin_Maclure You will get the the RealEngines patches automatically when you install RO (the link to the patches in the OP points to the GitHub RO repository).
  8. @MaxP There are a lot of things going on with your installation. First of all, the "error" message that you are seeing is not an actual error but a warning that i have inserted there for a purpose: RSSVE does not support DX11 because Scatterer has issues with it when combined with large-scale bodies. There is also absolutely no reason to force DX11 (the memory limits are gone now and RSSVE does not even make it past the initial asset loading if you use the 32 bit version of KSP). The fact that you are seeing a blue sphere afterwards without the fix enabled is the expected result. From the second try with the fix enabled i can clearly see the surface of the Earth, meaning that the fix is working. The fact that the clouds are missing is because for some reason EVE cannot access the required cloud textures. You have a ton of NullRef exceptions and errors from many of your installed mods (MiniAVC, SSTU, RemoteTech, EVE, TextureReplacerReplaced, Principia, DOE, FAR, even stock KSP) so i will assume that something is really wrong with your installation. Also, RSSVE RC4 is only compatible with Scatterer v0.0320.
  9. New release candidate: RSSVE v1.2.2-RC4 Change Log Compatibility update for the Scatterer v0.0320 release. Enabled the Scatterer cloud integration and ring shadow features. Rebuilt all Scatterer profiles from scratch (courtesy of RSSVE collaborator @Theysen). Added detail surface textures to Earth and Triton. Updated the aurora texture map for Earth. Increased the transparency of the Titan cloud texture map. Updated the cloud texture maps for Jupiter, Saturn and Uranus. Added a custom Saturn ring texture for the new ring shadow feature. Fixed the altitude of the gas giants cloud layers (still wrong by a factor of ten though). Improved the appearance and overall performance impact of the volumetric clouds. Improved the appearance of the city day and night detail texture maps. Added some missing volumetric clouds to Saturn, Uranus and Neptune. Tweaked the apparent brightness and movement of the Earth auroras. Reduced the apparent brightness of the Earth surface from orbit. Tweaked the apparent light levels on the surface of Venus. Bug Fixes Eliminated the ground flickering on Earth. Fixed the Earth cloud clipping for altitudes less than 167 km. Known Issues The city lights may appear blocky from low altitudes. The transitioning between PQS and ScaledSpace is not as soft as it should. If a save reload in-flight is done then the cloud texture maps will break. The Saturn ring may appear to cast hard shadows. Some of the bodies may appear as featureless spheres under DirectX 11 or OpenGL. Affected users can enable the Scatterer PlanetFix patch (included within the package). Test and report back!
  10. @Mandella You are correct on both cases. RSS does not have an official KSP 1.3(.1) release and the official RSSVE update is awaiting that. The patch contents that @Galileo provides are more or less the required changes for RSS to work under the KSP 1.3 Kopernicus releases. These exact patch changes will be the core stuff of the KSP 1.3 RSS release (give him a big "thank you!" for being awesome and helping the RSS/RO/RP-0 team ) so you can use them safely until then. As always, keep in mind that game-breaking changes can occur so take my words with a grain of salt... The KSP 1.2.2 version of RSSVE cannot be used under KSP 1.3 since Scatterer does not have a v0.0300 version for it. If you want you can grab the latest dev version of RSSVE from the GitHub page (via the "Clone or download --> "Download ZIP" option - the resulting .zip file has the same installation instructions as the RC3 one). It is compatible with both the KSP 1.2.2 and the KSP 1.3 v0.0320 Scatterer releases, though you will get a harmless version check warning under KSP 1.3. If i can, i will try to get the RC4 release within the next week or so. Then, the KSP 1.3(.1) testing will begin. If it checks out OK (no major bugs reported) then RSSVE will have a proper release (no more testing or "release candidates").
  11. The HGA is centered along the Y axis (New Horizons is a spin-stabilized spacecraft) so that the antenna can be kept pointed towards the Earth with minimal effort (and ACS propellant). As @akron correctly guessed, the triangular shape helps to separate the RTG from the sensitive scientific instruments (booms were not an option after taking into account the mission mass and funding budgets). It also helps offset the CoM to be exactly under the HGA, so that spin stabilization can be achieved. The bulkheads shield the various spacecraft modules (propulsion, power generation/conditioning and science instruments) from excessive heat losses and the RTG radiation. The KSP SAS can be used for RCS-only attitude control. The various bad results stem from the really overpowered RCS thrusters that stock KSP provides. RSS/RO/RP-0 players (for example) only have that option for attitude control for about 95% of their spacecraft designs (the other one are the really underpowered reaction wheels that cost a lot, are heavy and have a huge power consumption). I do agree that in the case of a NH-style bus the RCS should be integrated (like the "Barquetta" bus). CoM can be difficult to adjust correctly but this also happens on all designs that need/want pinpoint pointing accuracy. Integrated RCS also helps us RSS folks to have realistic space probe designs without too much hassle... (For the record, NH has a quarter coin that is used as a trim weight in order to balance the CoM perfectly)
  12. Since you have not provided any meaningfull information about the mods involved, i will make a wild guess: You are using RealScaleBoosters (RSB) The RSB engines do not (currently) have any bottom attachment nodes (since the RSB stages attach to the propellant tanks and not the engines) You are trying to use the engine(s) on your custom launch vehicle If i guessed correctly then you need to either: Use the stock RL10 engine (has both top and bottom attachment nodes) Install the latest dev version of the RO RSB patches (that include bottom attachment nodes) In any other case we will need at least a log file and screenshot of the affected craft file.
  13. @JaviLL This is a known issue that i have fixed for the next version. If you want, you can grab the current GitHub repository as a .zip file and replace your RSSVE folder with the new one. PSA: it has come to my attention that someone has created CKAN metadata for RSSVE. These metadata are wrong though. The person that created the file obviously ignored the fact that Scatterer is a required mod (and not optional) and the fact that RSSVE does not provide a Scatterer sun flare config on it's own (but patches any existing sun flare config files regardless of their origin). For the time being, i do not suggest using CKAN in order to install RSSVE.
  14. The time warp fix is actually very easy to implement: Browse to the "RealSolarSystem/RSSKopernicus/Earth" directory Open the "Moon.cfg" config file Find the line No. 41 (should read "timewarpAltitudeLimits") Change the second value from "5000" to "15000" Save the changes and (re)start KSP Source: GitHub fix-up PR (https://github.com/KSP-RO/RealSolarSystem/commit/9c611dc4b8481fbde735cfd5a377f71eeb8f0c17)
  15. Yes, just delete the :NEEDS[RealismOverhaul] MM check...or replace it with :NEEDS[RealSolarSystem]. You did not mention anything about your setup so i assumed that you are also using RO (also considering the fact that RSS will probably never include a patch for the part pressures since the part configs are not a responsibility of RSS itself).
  16. @gamerscircle Cross-posting from the RO thread:
  17. @Drakenex The descent module of the Altair. The low dV budget of Orion (~1350 m/s for the Orion only, less if it carries some kind of cargo) does not allow for Apollo-style captures. Semi-offtopic: For a "standard" Lunar Sortie mission (7 days on the surface of the Moon) the Altair would: Capture in an initial elliptical Lunar parking orbit Circularize the orbit at approximately 100 km (the Altair ascent stage does not have enough dV to get into higher parking orbits) Separate from Orion, perform a maneuver to lower the periapsis at ~15 km above the landing area and then land The complete dV budget of the descent module can be broken down to: TLI corrections: 10 m/s (mostly RCS) LOI: 950 - 1000 m/s Descent: 2030 - 2050 m/s For a total of 2990 - 3060 m/s. Ascent is another 1880 - 1900 m/s (assuming a return payload of 100 kg).
  18. @Theysen No, not all of them yet. I had the scaling problem, along with the fifth engine position and i put them on the back burner (holidays and stuff does not help on that front either). @silentvelcro The Ares V core stage has the scaling "problem". Also, IIRC, the Ares I CLV has wrong RSRM retro motors (firing forwards instead of backwards) and it is missing the interstage RCS thrusters for roll control. I have not taken a look at the Altair yet (you have the best model of it BTW, cudos!). If you want some info about the various Ares V versions, the Space Launch Report page is a fine source. Your version currently fits the second one in the list the best. You can use the real sizes and "kerbalize" them in order for the stock and RO to have the same overall relative size ratios. Raw example: a diameter of 10 meters will become 6.25 meters (approximately 0.64 times the original diameter).
  19. @Theysen On the RO side, the core stage will need to be adjusted in length but it will become very stretched (IIRC a scale value of ~1.4) compared to it's diameter. Not sure if anything can be done apart from making a new model.
  20. Exactly! @toric5, i can reassure you that these science parts were anything but placeholders. Please, add them back.
  21. @Grand Ship Builder No, i mean RG-1. RP-1 and RG-1 can be considered the same but there are some subtle differences (mostly in their densities, RP-1: 0.81 g/ml - RG-1: 0.83 g/ml) that they set them apart. Practically, they are the same. The RD-180 for example (an RD-170 derivative) uses RP-1 on the Atlas V CCB but it is built using the RG-1 stats. TL;DR: RP-1 for the American kerolox engines, RG-1 for the Russian.
  22. @KGas- Inc Depends. For example, RSS itself has the provisions for adjusting things like that via a custom REALSOLARSYSTEM config node. There are some examples presented in the RSS GitHub Wiki page for that.
  23. Using Rocket Propulsion Analysis to get information about the nozzle exhaust products of three different engines: RD-170 (RG-1 & LOX) RD-253 (UDMH and NTO) RS-25 (LH2 & LOX) RD-170: RD-253: RS-25: RD-170 RPA analysis file link RD-253 RPA analysis file link RS-25 RPA analysis file link
  24. @Rob K There is no tech node that allows that but i can reassure you that the pressure limits are currently "bugged" under RO (fixed the the next official release though). In the mean time, you can use the following MM patch to allow the parts work in the surface of Venus or deep under the atmospheres of the gas giants: @PART[*]:HAS[~maxPressure[<4000]]:BEFORE[RealismOverhaul] { %maxPressure = 20000 } (This will increase the pressure tolerances from 4 MPa to 20 MPa - Venus has a surface pressure of approximately 10 MPa).
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