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Starfire70

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Everything posted by Starfire70

  1. 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)
  2. 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.
  3. @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.
  4. 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).
  5. 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?
  6. 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"
  7. I figured out the parachute issue...I didn't have my favorite parachute mod installed, RealChute. Another question though: Galileo lists 2 updates for SSRSS: A high detail preset, and a part max pressure patch (PartMaxPressure.cfg). I added the high detail config, but not sure what to do with the PartMaxPressure.cfg file or even if it is necessary. Do I just drop that into the GameData/SSRSS/configs folder? Is it a necessary patch? Thanks!
  8. EDIT: Ignore, I didn't have the right parachute mod installed. Now the descent speeds are like my previous games. Hey all. I've used stock and RSS, but found RSS a bit too difficult and decided to try SSRSS instead. One thing that I found and am not sure if this is normal...the Mk-16 parachute on a typical Mk1 capsule only slows it down to about ~9.5m/second. In stock, this was usually a much lower and safer ~4.5m/second. Is this possibly normal for SSRSS and I need to double-up on parachutes? Or do your Mk-16 parachutes behave like stock? Thanks.
  9. No, you don't need RO. You can use SMURFF to fix the stock fuel.
  10. Scatter (boulders/trees/etc) doesn't appear in RSS. Removes a bit of the realism not having it. Is there a particular reason for it or limitation? I've searched this topic and elsewhere but haven't found anything to explain it missing. Thanks.
  11. Just want to say that I LOVE this mod. I've had to learn how to build rockets all over again, which was great.
  12. Using the 1.3.1 compatible 18.4 version with RSS. Trying to do contract missions for particular waypoints, but the waypoints drift with rotation. The orbit track in the map window is very useful for this as it compensates for drift...however I don't see the orbit tracks showing up as yet (the button is enabled). Does orbit tracking require a certain tech level or tracking station level 2 possibly before they show up? Thanks! EDIT: Nevermind, the tracking station upgrade dialog says that level 2 is required to show orbits in the map.
  13. I put an atmospheric karbonite scoop around Laythe and dip it into the atmosphere and I get Karbonite collection. However I put a karbonite collector in close orbit around Laythe (like 1km above the atmosphere) but it says there is nothing to collect. I even redeployed it to low Jool orbit and no Karbonite. Am I missing something with how the collector works? I was REALLY hoping to put a huge station in Laythe orbit with multiple collectors to act as a fuel depot. Yes, I deployed the collector, yes, I opened the collector, yes, I have an empty Karbonite tank, yes, I have enough EC/second to power it. Thanks.
  14. I can't say enough good things about this mod. I did about 600 km of traverses on Duna last night, stopping at several points to collect science and investigate anomalies, seeing more of the Dunian 'countryside' than I had ever before. Is there a donation link for the mod creator? I didn't see one in the first post.
  15. Of course, near the sun, the stars will be blocked out (as you would expect). You can also install another skybox, which I've been thinking of doing because there are too few stars for my taste. There's a high resolution Earth sky skybox on here somewhere. I've found that it is sometimes just random. If I quit and reload, the blue is usually gone. I see it most on the Mun or Vall.
  16. IIRC I got around this by removing the Mun section from the duststorms.cfg file. I preferred not having dust at the Mun anyways. I then ran into this blue thing again at Vall, and got around that by lowering the dust altitude for Vall in the duststorms.cfg to 150. Vall is Europa's counterpart so there should be some ice particles floating around.
  17. As an alternative, you could install Galileo's OPM_Galileo mod which adds 3 planets analogous to Saturn and its rings, Uranus, and Neptune.
  18. Just completed a 50 kilometer traverse on Laythe with a Malemute. This mod is SOOOO awesome. (and that was over some pretty diverse and rough terrain, from the west coast of one of the larger islands to the east coast, ranging from altitudes of ~800m to ~4500m and slopes anywhere from 2 to 17 degrees)
  19. Malemute docked with a Salamander survey ship in Vall orbit, headed for a Laythe landing. A rather unusual way to get a rover to the surface, but it works surprisingly well.
  20. Medusa variant configured as transport, hauling the first outpost to Jool: science survey ship, hab outpost (with rovers for Vall and Laythe) & mining outpost for Vall, and a fully loaded refueling orbital station for Laythe.
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