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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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NathanKell, I'm playing RSS but using the 1/10 config. It works as advertised. (I'm still relatively new to this game so I prefer to use the vanilla sized system still). I'm using the 2046 texture pack provided with it, however the oceans are not rendering! Pics: http://imgur.com/a/nLY5n

My station is in Florida. And as you can see, the water does not appear until I leave the atmosphere. Kinda immersion breaking, and I can only wonder what issues might appear on other planets. Do you have any idea why this might be happening? Thanks in advance.

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Check the

PQS
{
}

node for each planet. For planets that have an ocean, they need both (taking Kerbin as example


Kerbin
{
}

in the PQS node, and also, below that node

KerbinOcean
{
}

Note that you don't need anything *inside* the KerbinOcean node, it just has to be there.

Same for Laythe to get Titan's ocean.

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So here is the unedited part of the code for Kerbin:

Kerbin

{

maxLevel = 14

maxQuadLenghtsPerFrame = 0.001 //i.e. nearly disable this -- and yes, typo is correct.

//visRadSeaLevelValue = 7.0 //5.0 // the max visRad

//visRadAltitudeValue = 1.7999999523162842 // the minimum visRad

//visRadAltitudeMax = 15000.0 //10000.0

PQSMod_VertexSimplexHeightAbsolute // doubles

{

deformity = 900 //1000 // 485

persistence = 0.7 // 0.60000002384185791

frequency = 36 //12 // 24

}

PQSMod_VertexHeightNoiseVertHeightCurve2 // floats

{

deformity = 5000 //6000 // 4000

ridgedAddFrequency = 48 // 48

ridgedSubFrequency = 32 // 32

//ridgedAddOctaves = 8 // 6 INT

simplexHeightStart = 800 // 800

simplexHeightEnd = 9000 // 4600

}

PQSMod_VertexRidgedAltitudeCurve // floats

{

deformity = 950 // 1800 //1100 // 750

ridgedAddFrequency = 140 // 25 // 140

//ridgedAddOctaves = 8 // 3 INT

simplexHeightStart = 500 // 0

simplexHeightEnd = 9000 // 6000

}

PQSMod_VertexHeightMap // doubles

{

heightMapOffset = -215.0 //-2000.0

heightMapDeformity = 1730.0 //15600.0 //7000 // 5000

heightMap = GameData/RealSolarSystem/Plugins/PluginData/EarthHeight.png

}

PQSMod_AltitudeAlpha // doubles

{

atmosphereDepth = 8000 //6k 4000

}

PQSCity

{

KEYname = KSC

lodvisibleRangeMult = 6

// TODO: Remove redundancy when KSCSwitcher handles defaults.

// Cape

latitude = 28.608389

longitude = -80.604333

repositionRadiusOffset = 53

}

PQSMod_MapDecalTangent

{

heightMapDeformity = 8

absoluteOffset = 0

absolute = true

// Cape

radius = 10000

latitude = 28.608389

longitude = -80.604333

}

Add

{

PQSMod_VertexColorSolid

{

blend = 1.0

color = 0.01, 0.01, 0.01, 1.0

order = 999999

}

PQSMod_VertexColorMapBlend

{

vertexColorMap = GameData/RealSolarSystem/Plugins/PluginData/EarthSurface.png

blend = 0.605

order = 9999993

}

PQSMod_VertexSimplexNoiseColor

{

blend = 0.03

colorStart = 0.0, 0.0, 0.0, 1.0

colorEnd = 1.0, 1.0, 1.0, 1.0

octaves = 8

persistence = 0.6

frequency = 4000

seed = 1234

order = 9999994

}

PQSMod_VertexSimplexNoiseColor

{

blend = 0.04

colorStart = 0.0, 0.0, 0.0, 1.0

colorEnd = 1.0, 1.0, 1.0, 1.0

octaves = 4

persistence = 0.7

frequency = 40000

seed = 1238

order = 9999995

}

}

Disable

{

PQSLandControl

{

}

}

}

KerbinOcean

{

PQSMod_AerialPerspectiveMaterial // floats

{

atmosphereDepth = 5000 // 5000, scale height in m

}

}

}

AtmosphereFromGround

{

innerRadius = 630729 // 0.99

outerRadius = 653027 // 1.025

//invWaveLength = 0.75, 0.82, 0.89, 0.55

}

CelestialBodyScienceParams

{

flyingAltitudeThreshold = 18000

spaceAltitudeThreshold = 3578600

}

fooExport

{

resolution = 1024

maxHeight = 14000

oceanColor = 0.1255, 0.22353, 0.35683

}

}

As you can see, KerbinOcean is already in there. Does it look correct? Is syntax correct?

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I want to rescale the planets to 64 of their size, however, i have a problem with Deimos/Gilly, when i touch the ground , my vessel explodes, even if i am going at 0.3 m/s. Also, the camera gets through the ground.

Here is the file:

// Deimos = Gilly
Gilly
{
//bodyName = Deimos
SSTScale = 1
Radius = 3492
bodyDescription = The second natural satellite around Mars, Deimos is named after Phobos’ twin brother, said to personify terror.
tidallyLocked = true
Mass = 6.06208E+14
atmosphereScaleHeight = 0.175
Orbit
{
// Target body name: Deimos (402)
// Center body name: Mars (499)
// Center-site name: BODY CENTER
semiMajorAxis = 15013191.69130000
eccentricity = 0.0003294680798661700
inclination = 38.2773701383231
meanAnomalyAtEpochD = 323.5040336489673
LAN = 47.51893570799763
argumentOfPeriapsis = 263.8963868784089
referenceBody = Duna
orbitColor = 1.0, 1.0, 1.0, 1.0
}
SSColor32 = GameData/RealSolarSystem/Plugins/PluginData/DeimosColor.png
SSBump = GameData/RealSolarSystem/Plugins/PluginData/Deimos_NRM.png
PQS
{
Gilly
{
maxLevel = 14
maxQuadLenghtsPerFrame = 0.001 //i.e. nearly disable this -- and yes, typo is correct.
PQSMod_VertexSimplexHeightAbsolute
{
deformity = 6
frequency = 30
}
PQSMod_VertexHeightNoise
{
deformity = 30
}
Disable
{
PQSMod_VertexSimplexNoiseColor
{
}
PQSLandControl
{
}
}
Add
{
PQSMod_VertexColorSolid
{
blend = 1.0
color = 0.01, 0.01, 0.01, 1.0
order = 999999
}
PQSMod_VertexHeightMap
{
heightMap = GameData/RealSolarSystem/Plugins/PluginData/DeimosHeight.png
heightMapOffset = 0
heightMapDeformity = 1361.92
order = 10
}

PQSMod_VertexColorMapBlend
{
vertexColorMap = GameData/RealSolarSystem/Plugins/PluginData/DeimosColor.png
blend = 1.0
order = 9999993
}
}
}
}
CelestialBodyScienceParams
{
flyingAltitudeThreshold = 1000
spaceAltitudeThreshold = 8000
FlyingHighDataValue = 1
FlyingLowDataValue = 1
}

}

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Deimos, as it stands in real life, is only 15x12x11 km, or a "sea level" radius of 5.5km. That means its SOI is basically non-existent as it is. I would seriously not recommend making it any *smaller*.

ColdFire979: remove the PQSMod inside KerbinOcean. If that doesn't help, try to replicate the issue in RSS v7.2 itself; if the issue does not appear, make the *minimum* number of changes to the cfg possible to make it appear.

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Download here, and replace the RealSolarSystem.cfg with this one.

Earth's atmosphere is 91Km high and deimos and phobos keep their real sizes.

I will make a DV chart later.

It is a little bit more difficult than regex's 6:4:1 kerbol system, making an orbit needs 7.5 km/s of DV.

Edited by TheKutKu
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I'm having problems with overheating (i.e: exploding) engines.

What settings should I edit?

I already tried increasing heatMultiplier in deadly re-entry settings but to no avail.

Don't edit anything. Explain your 'problem' and steps you took to replicate the problem. The more detail the better.

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Don't edit anything. Explain your 'problem' and steps you took to replicate the problem. The more detail the better.

1. Turn engine throttle to max.

2. Liftoff!

3. Watch the engine overheat in short time.

4. Explosions in the most kerbal fashion.

5. Catastrophic failure of the launch.

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I'm having problems with overheating (i.e: exploding) engines.

What settings should I edit?

I already tried increasing heatMultiplier in deadly re-entry settings but to no avail.

heatMultiplier is a Deadly Reentry setting. Increasing it makes things heat up faster. (does not affect normal engine heating, only heating from exposure to a reentry shockwave)

But it's somewhere along the whole real solar mod league. So I'd figure this is place as good as any to ask.

You figured wrong. Nothing in Real Solar System can possibly have anything to do with what you're talking about. It could be Deadly Reentry depending on what other settings you were playing with and Deadly Reentry does lower the max temp value on a lot of parts including engines. Completely uninstall Deadly Reentry and then test to see if the problem went away. If it did, reinstall Deadly Reentry. If the problem returns, go post there instead of here.

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heatMultiplier is a Deadly Reentry setting. Increasing it makes things heat up faster. (does not affect normal engine heating, only heating from exposure to a reentry shockwave)

You figured wrong. Nothing in Real Solar System can possibly have anything to do with what you're talking about. It could be Deadly Reentry depending on what other settings you were playing with and Deadly Reentry does lower the max temp value on a lot of parts including engines. Completely uninstall Deadly Reentry and then test to see if the problem went away. If it did, reinstall Deadly Reentry. If the problem returns, go post there instead of here.

I apologize.

In my opinion, it would make sense for a support/troubleshooting thread to exist for the whole modpack.

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p3asant: most of the realism mods are sufficiently distinct ("this one modifies heating", "this one changes planets," "this one alters aerodynamics") that it generally isn't an issue...

Playful1510: I have now bolded the part of the OP that says that.

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Hey all, bug report incoming. Picture: https://mediacru.sh/rS7euFddkgS3.png Sometimes the Moon texture will show up as well (covering the Earth), and in other occasions the skybox texture will be blanketing the Earth

The Earth looks like this whenever I go into map view. I also noticed it occured when I time warped on the launch pad. This is what the sky looked like after doing so: https://mediacru.sh/O0nkM9ObN7T3.png

And of course, a log file (32 bit KSP): https://www.dropbox.com/s/s1qldxo1h27rdll/output_log.txt

Modlist:

blizzy78 Toolbar
Active Texture Management (32 bit)
Aerojet Kerbodyne
AIES Aerospace
Advanced Jet Engine
AnimatedDecouplers (32 bit)
BahaSP animation plug-in
blackheart612 PF textures
Soviet Engines
Environmental Visual Enhancements (Overhaul 9-2)
FASA
Ferram Aerospace Research
Firespitter plug-in
RasterPropMonitor
Kerbal Joint Reinforcement
KerbX
Klockheed Martian km_gimbal plug-in
Klockheed Martian Space Shuttle Engines
Part Catalog
KW Rocketry
All LazTek packs
MechJeb2
ModStatistics (disabled)
ModuleRCSFX
NavyFish Docking Port Alignment Indicator
NearFuture Construction
NearFuture Solar
PartAngleDisplay
Procedural Wings
Procedural Fairings
Taurus HCV
RCS Build Aid
RealChute
RealFuels
RealismOverhaul (latest GitHub version)
Real Solar System 7.2
RemoteTech2
RLA Stockalike
SDHI
SelectRoot
SLS Adapter piece (made by blackheart612 and myself, it's just a single part)
StretcjySNTTextures
TextureReplacer (no texture packs installed)
TAC Life Support
TweakScale
Modulefixer
ModuleManager 2.2.1

Cheers

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CDK: I suggest checking the title of the thread ;)

Woopert: Thanks for an excellent report! Alas I have no particular help other than guessing that what the problem is is that, even though you have 2GB of memory on your graphics card, you still have too much on it. Does the problem go away if, say, you remove KW Rocketry and a few other texture-heavy mods?

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