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Pointblank66

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Everything posted by Pointblank66

  1. Question about Parallax and RSS. afaik RSS only officially supports Parallax 1.3.1, But on the github I see a changlog line for Parallax 2.0.5 saying "Added backwards compatibility for planet packs that only support up to Parallax 1.3.1. You can now update to Parallax 2.0.5 to benefit from the optimizations and improvements Parallax 2 brings." Does that mean that I can safely use Parallax 2.0.5 with RSS v19.0.4 (the most recent as of this post) even tho RSS doesn't officially support it atm?
  2. I'm preparing my ksp 1.12.4 installation for a RSS playthrough. But after installing the first batch of mods I noticed is an error coming from EVE-Redux. Something like this: [WRN 02:24:52.829] Cannot find preset 'RSS_High' for pqs 'EVE PQS' [LOG 02:24:52.843] [EVE CloudsManager]: Cannot find Jupiter to apply to main Menu! [LOG 02:24:52.843] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:24:52.843] [EVE CloudsManager]: PQS Applied [LOG 02:24:52.843] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:24:52.858] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:24:52.859] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: JupiterStorm) OnSphereInactive [LOG 02:24:52.859] [EVE CloudsManager]: Clouds2D is now SCALED and I get that with all the planets in RSS, not just Jupiter. Visually in game I can't really see any issue. Current installation contains the following mods: RSS v19.0.4.0 RSS 16k textures v18.6.1 PRVE v1.9.3 PRVE 64k v1.9.3 Kopernicus rc-1.12.1-141 Harmony2 v2.2.1.0 Module Manager v4.2.2 Modular Flight Integrator v1.2.10.0 KSP Community Fixes v1.23.0 EVE v1.11.7.1 Scatterer (including the default config and sunflare) v0.0838
  3. Hmm bummer, but thats okay. I'm gonna post it at the EVE-Redux forum then just in case. Thanks again for helping with the RSS issue
  4. Thanks you! That mostly did fix the terrain texture issue. Had to redo the 4th step tho after installing PRVE. One thing that I also now noticed is an error coming from EVE-Redux. Something like this [WRN 02:24:52.829] Cannot find preset 'RSS_High' for pqs 'EVE PQS' [LOG 02:24:52.843] [EVE CloudsManager]: Cannot find Jupiter to apply to main Menu! [LOG 02:24:52.843] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:24:52.843] [EVE CloudsManager]: PQS Applied [LOG 02:24:52.843] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:24:52.858] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:24:52.859] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: JupiterStorm) OnSphereInactive [LOG 02:24:52.859] [EVE CloudsManager]: Clouds2D is now SCALED and I get that with all the planets in RSS, not just Jupiter. Visually in game I can't really see any issue. Is this something I need to post on the EVE-Redux forum thread or the PRVE forum thread?
  5. I have a slight issue with RSS. This is an issue regarding the same problem that was described in this github issue post https://github.com/KSP-RO/RealSolarSystem/issues/167. All mods are installed through CKAN and below is the way I managed to replicate on my end it is as followed: - Clean install of KSP 1.12.4. - Start up KSP and close it after it is done loading into the main menu. - Install the latest version of MM - Start up KSP and close it after it is done loading into the main menu. - Install the latest version of RSS, 16K RSS Textures and it's dependencies. - Start up KSP, once done loading go into the graphics settings and set textures to RSS_High. So far so good and ksp recognizes the above mentioned available texture for RSS. Now after this is where it gets wonky. Whether I install PRVE with it's dependencies scatterer and EVE, OR if I install Scatterer and/or EVE separately from PRVE, ksp no longer recognizes the RSS_High texture setting according to the KSP.log. Would it be wise if the above mentioned github issue is reopened, or should I make a new one?
  6. Got an issue with BDB and LRTR. This part especially isn't getting correctly rescaled. Before installing LRTR And after installing LRTR Can this be fixed?
  7. aah thanks, I must have missed the comment when I scanned through the whole forum post
  8. Any chance there will be a "dark mode" option for CKAN? Not saying that how it now looks is bad or anything, but for people like me who are susceptible for light induced migraines it would be amazing to have a "dark mode" option to have less strain on the eyes
  9. I'm looking for a certain part, idk if I'm overlooking it but I kinda need it for a build. It's circled in red, and it is not the gold adapter on it. It's the gray octagonal part. iirc it should have been part of CSA Contares
  10. I mean you re right, I don't really see a better solution either. The thing is, I would love to make a payload mod that would fit perfectly with SOCK but I don't have time to make something that is (for my skill level) that complex, and I am already busy making a parts mod in my free time just to get familiar with modeling
  11. That's the thing, I am already doing that but the thing is, scaling them to fit it inside the payload bay WITHOUT clipping them into it results into them being to small, and scaling them to the right size results in them fitting perfectly but WITH clipping through the bottom of the payload bay.. Besides that, those payload utilities are made for the default payload bay after all. And being me I'm very much a perfectionist with this game and can get very irritated when certain designs or kitbashes don't look right (°ー°〃)
  12. I don't believe this mod is dead, and despite KSP2 slowly getting round the corner, I think it's too soon to say that everyone is focusing on that
  13. Will this mod eventually also get the additional payload bay components like e.g. the EDO pallet, sunshade and the science pallet(which was used on, iirc, most of the spacelab missions). If needed I can provide some visual documentations on some if you want
  14. I see, Never really used the stock robotics as I've used the Inverse Kinematics mod, but looking how you used it from the screenshots, I think it's not that difficult to learn how to use it
  15. I see, I had a feeling that is might have been either a kitbash or just a personal mod. Are you using Infernal Robotics or just the stock ksp robotics to move the arm about? If it is possible, could you post a side by side close up of the end affecters?
  16. Where exactly can I get the Canadarm2 from? I've been checking all the mods of the modlist in the parent post but can't find anything(or I'm not looking in the right place??)
  17. I see, no worries! better to take your time than to rush it
  18. are there plans to replace realplume for waterfall?
  19. So I wanna use KK with RSS. What I noticed is that all the launch centers use the same default layout. But I wanna make a different layout for the space center at Uchinora, Japan, in RSS. Does anyone know how to do that?
  20. What I mean is the shapes of the landmasses are pretty much alright. But since I'm mostly gonna fly from the Tanegashima Space Center, I noticed that the area around it is pretty flat. But if you look at the last 4 images in the Imgur album I posted, you can see a comparison on how it looks in google maps, a merged hightmap of ASTER and SRTM-30, and KSP. You can see in the hightmap and the 3d image of that Tanegashima is ofc not flat. Also the shape of the island is not really same as on google or in the partial heightmap. There are a lot of jagged edges along the island. Idk what the cause is of that, for all I know it could be complication with the unity engine itself. But all I'm saying is that if you need some heightmaps of Tanegashima, I can provide you some that are merge of ASTER and SRTM-30, which pretty much compliment eachother. Even the ASTER maps alone already have enough detail to implement some mountains and hills for areas that lack them. So please take a look at the Imgur album to see what I'm talking about https://imgur.com/a/z8wBUlL EDIT: Another thing I noticed is that some launch sites do not match the elevation of the surface their on. For example, the building foundations at the Tanegashima Space Center are floating above the ground. This means I can walk/ride under it with a kerbal/vehicle.
  21. Yep. These are the ones (on a Stock+DLC installment): Ah that explains it. Good thing it's only the stock and dlc parts. Uh... Too late. I'm curious. Haha well the other things were more tied to problems with RealFuels + the stock config where the fuel ullage was acting instantly when I was activating the next rocket stage, while in the past ullage was building up the more the rocket was slowing down. Not sure if the former is a bug but I do think it is, but that is for the whole RF team to look at. So perhaps you have found a bug or incompatibility with something else. The exception is happening right on startup and, knowing how KSP works internally, this exception can be aborting something important. Talk with the Scatterer guys to check if this can be ignored. As far as I know it should be right version for the version of ksp and RSS i'm running, but could be a incompatibility indeed. So far it has not given me any game breaking issues. But thanks a lot for relaying it with the scatterer guys. KS3P, however, is not exactly compatible with 1.8.1, it's borking while initialisation - and more than one time; I'm aware that initially KS3P is not compatible with 1.8.1, so the error might be bc I'm using a unofficial fix that I found thanks to PingoPete. I'm using it to run their config, that they made as eye candy for the RVE64K mod, to get a very realistic lighting effect that are almost the same as if you were seeing it IRL or as seen in those ISS orbit livestreams on youtube. I also found something related to Reality Overhaul: I got the same comment from someone in a KSP discord server but that is something related between RO and MM from what I understood. Maybe bc I'm running RSS without RO. So perhaps you would want to get rid of KS3P and Scatterer and redo the testings to see if you get the same results before applying for a bug report. I do need Scatterer for the RSSVE mod tho but I can try to use some more up to date versions to see if that fixes the issue. KS3P however, I'm gonna keep bc of the config I am using for the playthrough. I am aware of the exceptions and issues it might bring but I'm making regular backups so I should be fine for the time being. ----------------- I wanna thank you for looking through the log(s) and taking the time to let me know what you found.
  22. I have a large B9 error list popping up when I have BDB(Bluedog Design Bureau) installed. I have tested it also with a clean install of KSP. Same problem. KSP 1.8.1 B9 Part Switch 2.14.0 BDB 1.7.1 Module manager 4.1.4 and all the other prerequisite mods KSP.log (Clean install, only BDB and B9) https://drive.google.com/file/d/10C-Y8Z9fx4C2Ap4xToo6E8aOxxhd5W4v/view?usp=sharing KSP.log(RSS Playthrough) https://drive.google.com/file/d/1DdzE7lqchK-NKIL9Jgt6tUM1bfWQnBn9/view?usp=sharing
  23. is it possible to control the IR parts with this mod? if so, what do I need to do to accomplish that
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