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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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I've been having trouble installing RSS for a while now. Not sure as to what I'm doing wrong, but this is how I installed RSS. I downloaded the RSS files, texture files, and the active texture management files.http://prntscr.com/4mgc02 I then extracted RSS files and moved them to the Gamedata folderhttp://prntscr.com/4mgcg5 Then, i extracted the texture management files and moved them to the Gamedata folder Finally, i extracted and moved the RSS textures (8192) to the Gamedata folder http://prntscr.com/4mge9v Picture of my Gamedata folder http://prntscr.com/4mgekh

and then my game crashes http://prntscr.com/4mgfh0

Any help would be greatly appreciated

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MisterFister: the collision issues appear to be a float precision issue and will take, basically, rewriting from scratch the ground collision code (i.e. disable Squad's code, write our own) to fix. Long-term.

legit_haxar: sounds like either you're running out of memory (32bit) or you're running into 64bit issues. The solution is either to install linux and use the 64bit client there, or use 32bit KSP and pick and choose very carefully what planet textures you want, and also use heavy ATM. Obviously 8192 textures alone are enough to make 32bit KSP (or windows 64bit KSP) crash, even if you have no other mods!

IllusiveJeb: Probably because we never fixed the moon's initial rotation to be correct :)

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Do you know how to make a reply with a quote instead of typing the user's name (EXAMPLE: username:)? Just press the "Reply With Quote" button on the right hand side of the post. This is what I mean reply with a quote:

MisterFister: the collision issues appear to be a float precision issue and will take, basically, rewriting from scratch the ground collision code (i.e. disable Squad's code, write our own) to fix. Long-term.

lequogit_haxar: sounds like either you're running out of memory (32bit) or you're running into 64bit issues. The solution is either to install linux and use the 64bit client there, or use 32bit KSP and pick and choose very carefully what planet textures you want, and also use heavy ATM. Obviously 8192 textures alone are enough to make 32bit KSP (or windows 64bit KSP) crash, even if you have no other mods!

IllusiveJeb: Probably because we never fixed the moon's initial rotation to be correct :)

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I don't know if this has been answered, but my attempts on searching didn't really provide anything on-topic, and I didn't see it covered in the FAQs.

Around KSC, the terrain is decidedly solid - can ditch planes on it, put capsules on it Soyuz-style, and so on. But, outside the immediate vicinity of the space center, the ground behaves almost like Jool's "surface," dipping below the ground and exploding violently moments thereafter. Is this just a consequence of the rescale, configuration fail, or is it a hitherto-unreported/unsolved bug?

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The values currently used in RSS begin the atmosphere when an interplanetary reentry (i.e. 14,000m/s or so) will have 1Pa of dynamic pressure; the extra 50km really didn't add anything relevant.

You can revert the atmosphere to how it was in 6.3 if you want, though, just replace the pressureCurve for Earth.

Note that Venus's atmosphere doesn't extend all that high, it's just very, very thick. I.e. a small scale height but a large pressure value; pressure falloff is must faster than Earth.

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Is that possible to find pressure curves for planetary atmospheres? I'd like to use more realistic atmosphere values (like in RSS 6.3, with 180 km for Earth's atmosphere and about 250 km for atmosphere of Venus).

All the old releases are here: https://github.com/NathanKell/RealSolarSystem/releases

You won't want to use the entire CFG, but if you're skilled at editing config files you can just copy/paste the pressure curve data.

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I tried searching this thread for my problem to no avail, so, whenever I try to land anywhere on the surface of the earth my plane will sink about 5 meters into the ground and then explode. I tried first with a clean copy with nothing but RSS, then I added all my mods back one by one and the problem still persists.

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I can't use the RSS Visual Enhancements if I change the planet names.

That and other hard coded dependencies on planet names are why you shouldn't change them. The option is there but it is discouraged for exactly that reason.

It will break things :(

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Einkleinermensch: sorry, what appears? Other than the terrain having too high specularity, I'm not seeing a problem....?

Tyrador: Yeah, I disabled the stock landclass system (that creates scatter) because it isn't fine enough for RSS (it allows setting land classes by latitude/longitude/altitude, which at best allows rectangular areas). Best bet is to hold off til rbray recreates it.

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One's orbit is determined by it's mission. GPS sats are set to provide min coverage of x number of sat seen at anyplace/anytime. Sun Sync orbits are used a lot for earth observation, geo sync orbits to put them in a stationary place as observed from earth and provide coverage to a certain area of the earth.

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How do you guys best determine an orbit around the Earth in the ecliptical plane? So far I couldn't come up with a method that does not rely on guessing when the sun is in the zenith.

Thanks!

i just toss them up and hope they stay there.

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