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Zang Jay

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  1. Zang Jay

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    Well the "wiggling planets by time warp" problems are still there, it was strange that seems only happens in the flight map view but not inside the tracking stations, so currently the solution was quick save and then go to the tracking station. It is actually interesting because even the icons and the gravity fields wiggles with time warp. I need to check carefully, it seems only effect the bodies which is in the same gravity system, for example if i am orbiting the sun, all the planets will wiggle with time warp, but if i managed to change orbit and orbit earth, only the moon will wiggle. It's possibly because I didn't install the whole folder, because I am afraid that the original folder and plugins may hurt the stock system, so I will but the add-on and plugins in and have a test later. What's more funny is that the merged earth seems friendly to all the kerbals, they could even connect to the ksc by using earth's own radars(it is actually because the earth have the nearly same config with kerbin, also the template)
  2. Zang Jay

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    Oh my god the RSSVE and RSSVE-Lite problems really drives me crazy. It kills the sunflare.(or kill the whole atomsphere) Also there are some other problems with scatterer and the way that the stock system renders the atomsphere. But it's good to see that the merged system now works better(just a little bit) with time warp, I can finally colonize the real solar system with kerbals. There's still many work, for example changing the description of the planets (I need to change all the "humans" into "kerbals" and change all the reference bodies.)
  3. Zang Jay

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    Also the project is mianly done. Much more work to make it work as good as the stock RSS
  4. Zang Jay

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    Ok after changing the names in the RSSVE-lite config, RSSVE-Lite could work with the stock system(and stock environmental visual enhancement and scatterer!) While RSSVE still don't work really well, with RSSVE the real scaled planets have perfect atomsphere and clouds, but the stock planets would lost ALL of their atomsphere shaders. So sadly after the test the real scaled planets can't get their sactterer effect from RSSVE now, but I will keep work on it.
  5. Zang Jay

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    Well still testing merged RSS, time warp seems a little bit glichy, but I think it's fine.The planets seems "teleport" or move in a strange speed in the map view while time warping(if they really teleported not only in the map view but also in the flight view and can crash ships, I'd like to call Danny). Merged RSS seems not working well with RSSVE or RSSVE-Lite, maybe it's because that I changed some of the planets'names to stablize them, I will test it later. Also the solution for the earth was cleared. The template could be Kerbin, but the name of the planet also the cache may need some change(I switched the name into RSSEarth and deleted the cache) Resource config is one of the biggest problems now. Sometimes resources may take forever to generate in a new or old save. Warning: Back up the saves! It seems teleport the ship which is landed on one planet to another after adding new planets in.
  6. Zang Jay

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    Oh yes plus, if you don't want to launch from earth, delete the SpaceCenter section in the earth config, also, adding earth seemed lagging sometimes (looks weird from the space center, or takes a long time loading the saves), part because of its kerbin template, it would go better if its template is changed into Laythe, but however in this way the terrain won't generate as normal(rendered as ground on map view, but actually generated as oceans). Caches seemed lagging too, sometimes it may take forever to open a save. Delete them would help, but that may effect some other things. Well I will keep testing, even my computer seems not happy(only 4GB of RAM for over 67 mods), as well as the kerbals(most of their ships will explode in the atomsphere due to overheat because they are designed to hold 2000~3500K, but the reentry speed of real planets are actually >7000m/s and cause over 5000~6000K in the game even without Deadly-Reentry) Also I think I found a little problem about the Wolf1061b, I'm not sure why, but sometimes it will suddenly disappear in the view on a certain height and re-appear after falling, it might have some problems with EVE or scatter, but I know that there is a limit of height that the game actually change from rendering planet textures to rendering the actuall terrain(especially for RSS and RSS constellations), so there might be some problem between these two stages, but anyway, this is a great mod, thanks for making it.
  7. Zang Jay

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    OMG finally I managed to merge the RSS with stock kerbol system(even doing this nearly melted my RAM), the steps are more complicated, took me around 1 hour to merge them all. To merge:1, change"@Kopernicus:FOR[RealSolarSystem]"into"@Kopernicus:FOR[Kopernicus]" 2, change to name inside the Body section(especially for the sun, I changed it into Realsun), don't change the template 3, change "Center body name = Sun" and "referenceBody = Sun" into the name that you changed into, for example "referenceBody = RealSun" 4, for earth, change the "isHomeWorld = true" into "isHomeWorld = false" just in case 5, Delete the cache file if it is necessay 6, change the number after "flightGlobalsIndex" 7, change the sun again, if you don't want to replace the stock sun, you need to find another star to "exchange", for example, pick a star that is not finished(for example Trappiest), them copy most of the data from the trappiest config file into the sun config file 8, put the changed planets into a single folder(also the sun) 9, install the RSS texture 10, install the folder 11, minor fixes(change the planets' description, for earth I changed it into "a whole new world with another kind of civilization, good place for kerbals to invade") 12, bug fixes(huge amout of them, they seemed damage the EVE effect) in this way we can get most of the planets and the star ready, but I am not sure if many other features of RSS might get lost, also it might damage other mods, so I will test it later(hope my computer won't explode)
  8. Zang Jay

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    This mod is amazing. Thanking you so much for making this mod.It would be fun to do "science" inside different systems with kerbals(Muhahaha). This mod actually could work with the stock kerbol system, just need to replace "Kopernicus:AFTER[RealSolarSystem]" with "Kopernicus:AFTER[Kopernicus]". However, the scales are still there(most of the planets are bigger than Jool), that means if your ship was built and tested inside the stock system, you may need to test them inside other system by hyperedit, also communication is not easy due to the long distance. Also, in some versions of KSP, the game won't accept the folders with any space, so sometimes the names need to be change from "XXX XXX" to "XXX_XXX" or ""XXX-XXX" (not only the names of the folders but also the names of the documents). But still, playing this mod with the stock system may bring stability problems, so it's still better to play this mod with RSS. (I am trying to merge stock system with RSS but I found that so hard).
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