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About Starfire70

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    Spacecraft Engineer

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  1. Lava...and volcanoes...and planets breaking up?!!! Is it CHRISTMAS?!!! My biggest request is more worlds and more detail at small scales, particularly when landed. I know that means more resources, more memory, more CPU, but I would really love the surface to look as realistic as possible within an engine's limitations and the limitations of resources in KSP 2.
  2. Just ensure that the ocean shader line is set to true in the scatterer config: useOceanShaders = True On the terminator? Disable the sunlight extinction setting in scatterer's config (GameData/scatterer/config/config.cfg): sunlightExtinction = False
  3. Thanks! Since it focuses mostly on fixes/enhancements to the DLC, it's likely this won't interfere with mods that were 1.7.1 compatible I assume?
  4. Just an FYI I use Scatterer's ocean shader (the one that actually looks like water), not the default (the one that looks like a bunch of swirling). Looks more realistic and is a deeper blue. That might explain the contrast and you might want to try it if you don't already have that set.
  5. Doesn't appear to be too bad from about 75km up. I will say that the horizon looks very good, very clean...had issues with what appeared to be too high flying clouds in previous versions. I don't remember the clouds being this spectacular in previous versions. Going to have a wet capsule even before splashdown. I think this was about 15 km high...
  6. Tourist flights over specific sites MUST be suborbital when you enter range of the site. It's been that way forever. Also the orbital tourism contracts are not very cost effective since you have to be in orbit for at least 1 hour. You can fly about 2 to 4 suborbital tourist flights in that same time period (assuming K2, Southern Mountains, or polar overflights). Anyways, the most cost effective tourism flights are munar flyby and munar landing. Get 4 person contracts to fly by the Mun and a 4 person contract to land on the Mun, and you'll make a huge pile of spesos. Later on when you establish a base, you'll see contracts for tourists to visit the base and you can even make more money a combination tourism flyby, landing, and base visit mission (assuming you have the tech for a 13 person Mun lander/Kerbin return vehicle).
  7. This mod is awesome, makes the start less grindy, and I love the 'emails'. LOL
  8. Sea of Moscow on the far side of the moon at an altitude of about 10km. This looks, well, not nearly as great as I thought it should. I had imagined that shrinking the scale of RSS to stock would improve the look of the textures and height maps on these bodies, especially at close range, but that theory doesn't appear to hold water. Ugh. If I can't figure out why this is and fix it, I'll have to figure out how to make some big money and offer @Proot serious cash to add some KSPRC texture magic to RSS, even if I have to buy a $10K machine to get acceptable frame rate. I mean, with the KSPRC textures at this range to the Mun, I could SEE regolith and boulders scattered on the ground, just mind blowing. (second image)
  9. I also had some trouble replacing the skybox, but was finally able to do it: 1. Using CKAN, Install Sigma Replacements - Skybox (version B_v.0.2.2). 2. Using CKAN, install one of Pood's skyboxes. I installed Pood's Milky Way Skybox (v1.2.0)) DONE. I added the section to the KSP config as instructed in the High Detail Preset. Looking at the file, I THINK all it does is use the maximum detail of the texture to a farther drawing distance, so it should make the view more immersive but it might impact frame rate if you do not have an optimum hardware setup. I dropped the max pressure file into the SSRSS folder where all the other configs are. I guess I won't find out if that worked until I try a Venus landing.
  10. @Supermarine You don't need the rescale mod. I think that's more for if you want to do stock scale RSS WITHOUT SSRSS Continued. Also in my install, it has Kopernicus Planet System Modifier 1.3.1-7 and that was installed automatically as part of SSRSS Continued depencies in CKAN.
  11. Just use CKAN to install 'SSRSS Continued' on KSP 1.3.1. CKAN will automatically add the other dependencies. That worked out brilliantly for me. You'll also need to install the Real Solar System Textures (whichever size you need).
  12. Scatterer v0.0324 appears to work just fine with it. Also just an FYI that Galileo88 added a dedicated clouds mod for SSRSS, it's on CKAN as "Stock Size Real Solar System - High Res Clouds" (or Low Res Clouds) With respect to date/time, how do I get Kronometer to integrate with SSRSS? Or should I just copy over "RSSDateTime" folder from the GameData on my pure RSS install?
  13. They're listed in the first post of his mod thread... "And a little extra, cool stuff for everyone: Use this to get high detail terrain with SSRSS. READ THE INSTRUCTIONS! (I even included pictures) High Detail Preset Part Max Pressure Patch"