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selfish_meme

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Everything posted by selfish_meme

  1. The scatterer folders have still got incorrect case on some folders, I've uploaded a fixed copy of the configs for you https://drive.google.com/open?id=0B6gbi4omighqdXFLOHdFT1VPZlE
  2. You could I guess include RSS expanded, if the licensing permits, plus I know someone did comets at one stage. Biome maps and details (look at a map of Cape Caneveral and what's in game, they are very different), what about mountains on Earth? Are they snow capped? Shrouded in clouds. Some of this might not be possible, but there are a lot of places to improve the details.
  3. Your problem is probably the default KK configuration files list Kerbin as the celestial body, this makes the KK screens not appear, best way is to either modify all the configs in KK to say Earth, or just delete the *.cfg from the folder statics in the KK directory, they are not necessary. This mod requires you to also rename the celestial body to Earth in the configs for it to appear in RSS. I'm holding onto the configs till I get my shuttle film out first! Muahahahahaha!.........alright, if you want some help message me Whoops I just saw you wanted it to work in 1.05, I can only help you in 1.1.x
  4. Yeah weve all seen the gif with the solar panels waving goodbye, this may be related to a landing wheel as thats what explodes first
  5. @Tristonwilson12 Getting Real Launch Sites configured for SSRSS, fiddly but worth it, that launch gantry is not in a direct line from the end of the runway, you would have to swerve to hit it
  6. @Rune is right in a way, most of the time it would be much simpler to just use good old docking and rcs to accomplish everything, the arm is not intuitive at all. That being said when you finally get it attached and move something out of the bay it's a real high like when you first touched down on the Mun.
  7. I also found another couple of config items that might be related I have aaked about them
  8. radialOffset, but Sigma Dimensions will rescale the number you save in there with the editor, so you need to divide the Altitude by the rescale factor, for planets smaller than the original, or multiply it for planets larger than the original. There is another setting I am curious about, I noticed it from the RSS statics in Real launch Sites, maybe @AlphaAsh might confirm that one is the original scale and the other the rescale factor, so say with Stock Size Real Solar System, it is a .0942 rescale of the RSS Earth, so would the settings have this in them? scale = 1.0 rescaleFactor = .0942
  9. Here is the KerbalKonstructs configs, this makes KerbalKonstructs compatible with SSRSS and adds the Cape Canaveral Air Force Base (pretty basic), you can add it to your SSRSS zip if you want Installation of this config - PAY ATTENTION 1. Download and install KerbalKonstructs 2. Delete the folder GameData/KerblKonstructs/Statics/ExampleBases 3. Extract the zip file folder KerbalKonstructs overwriting GameData/KerbalKonstructs Ready to fly! https://drive.google.com/open?id=0B6gbi4omighqMkN1RW5WMWJQR2M Can someone test it works?
  10. You can see my post a couple of pages ago on gaining some FPS by removing cloud layers
  11. The texture size of the clouds does not make much difference to FPS, it's more a memory thing, but the layers of volumetric clouds which now work properly do.
  12. Thanks to Sigma88 I have KerbalKonstructs and Real Launch Sites configs that work for SSRSS, they are not ready for release yet, but I have a Cape Canaveral Air Force Base (next to KSC) and the launch pads from Real Launch Sites almost configured. The bad news is that if you even so much as look sideways at the KK editor it will eat all the bases into a black hole (it's the same issue as the EVE GUI, all the altitudes will be wrong), here are some progress pics.
  13. I played around with this a bit and found an easier way, if you open up the KerbalKonstructs Editor in game and adjust the statics the way you like and save, then jump out of your game and go into the individual configs and divide (if rescale smaller)/multiply(if rescale bigger) all the RadiusOffsets by the rescale factor for the body it works! It's so easy it could be easily automated, the trick would be doing it at the right time. One problem is that a lot of the statics don't have a RadialOffset setting when first run, you have to save all of them. Then you can go and change all the altitudes. Also their co-ordinates don't seem to exist either, not surprising but I'm going to have to hand edit everything I think and if anyone presses save in the editor it's going to be like Eve Clouds.
  14. Excellent thanks for that I will check it out.
  15. I see, I am using Real Launch Pads, which is RSS compatible but did not adjust the height is RSS first. But the height is not preserved in the config file so how would it be preserved between saves or different games.
  16. I have been doing the configs for it and Real Launch Pads, but everything always ends up below ground between saves and I saw a conversation between sigma88 and alphaash about it seemed it was solved...shrug
  17. No this is in regards to placing things like bases on the surface of Earth
  18. There is a difference between the collison height and the PQS height by several meters. Anything snapped to the PQS height is a few meters below the ground, I asked in Sigma Dimensions if it could be made more accurate
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